Coverage Report

Created: 2023-12-05 01:16

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.1 WIP
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
436
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
437
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
438
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
439
                           - old: BeginChild("Name", size, true)
440
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
441
                           - old: BeginChild("Name", size, false)
442
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
443
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
444
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
445
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
446
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
447
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
448
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
449
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
450
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
451
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
452
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
453
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
454
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
455
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
456
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
457
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
458
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
459
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
460
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
461
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
462
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
463
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
464
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
465
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
466
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
467
                           - ListBoxFooter()  -> use EndListBox()
468
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
469
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
470
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
471
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
472
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
473
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
474
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
475
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
476
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
477
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
478
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
479
                         it has been frequently requested by people to use our own. We had an opt-in define which was
480
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
481
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
482
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
483
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
484
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
485
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
486
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
487
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
488
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
489
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
490
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
491
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
492
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
493
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
494
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
495
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
496
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
497
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
498
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
499
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
500
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
501
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
502
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
503
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
504
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
505
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
506
                         - previously this would make the window content size ~200x200:
507
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
508
                         - instead, please submit an item:
509
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
510
                         - alternative:
511
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
512
                         - content size is now only extended when submitting an item!
513
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
514
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
515
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
516
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
517
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
518
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
519
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
520
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
521
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
522
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
523
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
524
                        - Official backends from 1.87+                  -> no issue.
525
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
526
                        - Custom backends not writing to io.NavInputs[] -> no issue.
527
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
528
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
529
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
530
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
531
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
532
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
533
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
534
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
535
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
536
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
537
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
538
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
539
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
540
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
541
                       read https://github.com/ocornut/imgui/issues/4921 for details.
542
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
543
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
544
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
545
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
546
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
547
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
548
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
549
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
550
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
551
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
552
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
553
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
554
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
555
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
556
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
557
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
558
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
559
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
560
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
561
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
562
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
563
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
564
                        - if you are using official backends from the source tree: you have nothing to do.
565
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
566
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
567
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
568
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
569
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
570
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
571
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
572
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
573
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
574
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
575
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
576
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
577
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
578
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
579
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
580
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
581
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
582
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
583
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
584
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
585
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
586
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
587
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
588
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
589
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
590
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
591
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
592
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
593
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
594
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
595
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
596
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
597
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
598
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
599
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
600
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
601
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
602
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
603
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
604
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
605
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
606
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
607
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
608
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
609
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
610
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
611
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
612
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
613
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
614
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
615
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
616
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
617
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
618
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
619
                       - if you omitted the 'power' parameter (likely!), you are not affected.
620
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
621
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
622
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
623
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
624
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
625
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
626
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
627
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
628
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
629
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
630
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
631
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
632
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
633
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
634
                       - ShowTestWindow()                    -> use ShowDemoWindow()
635
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
636
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
637
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
638
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
639
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
640
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
641
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
642
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
643
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
644
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
645
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
646
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
647
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
648
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
649
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
650
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
651
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
652
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
653
                       - ImFont::Glyph                       -> use ImFontGlyph
654
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
655
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
656
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
657
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
658
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
659
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
660
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
661
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
662
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
663
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
664
                       Please reach out if you are affected.
665
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
666
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
667
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
668
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
669
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
670
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
671
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
672
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
673
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
674
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
675
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
676
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
677
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
678
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
679
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
680
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
681
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
682
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
683
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
684
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
685
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
686
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
687
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
688
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
689
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
690
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
691
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
692
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
693
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
694
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
695
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
696
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
697
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
698
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
699
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
700
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
701
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
702
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
703
                       consistent with other functions. Kept redirection functions (will obsolete).
704
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
705
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
706
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
707
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
708
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
709
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
710
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
711
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
712
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
713
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
714
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
715
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
716
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
717
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
718
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
719
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
720
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
721
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
722
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
723
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
724
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
725
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
726
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
727
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
728
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
729
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
730
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
731
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
732
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
733
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
734
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
735
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
736
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
737
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
738
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
739
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
740
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
741
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
742
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
743
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
744
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
745
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
746
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
747
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
748
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
749
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
750
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
751
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
752
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
753
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
754
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
755
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
756
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
757
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
758
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
759
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
760
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
761
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
762
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
763
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
764
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
765
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
766
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
767
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
768
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
769
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
770
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
771
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
772
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
773
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
774
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
775
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
776
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
777
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
778
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
779
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
780
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
781
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
782
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
783
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
784
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
785
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
786
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
787
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
788
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
789
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
790
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
791
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
792
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
793
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
794
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
795
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
796
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
797
                     - the signature of the io.RenderDrawListsFn handler has changed!
798
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
799
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
800
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
801
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
802
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
803
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
804
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
805
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
806
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
807
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
808
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
809
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
810
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
811
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
812
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
813
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
814
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
815
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
816
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
817
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
818
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
819
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
820
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
821
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
822
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
823
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
824
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
825
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
826
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
827
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
828
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
829
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
830
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
831
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
832
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
833
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
834
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
835
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
836
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
837
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
838
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
839
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
840
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
841
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
842
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
843
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
844
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
845
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
846
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
847
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
848
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
849
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
850
851
852
 FREQUENTLY ASKED QUESTIONS (FAQ)
853
 ================================
854
855
 Read all answers online:
856
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
857
 Read all answers locally (with a text editor or ideally a Markdown viewer):
858
   docs/FAQ.md
859
 Some answers are copied down here to facilitate searching in code.
860
861
 Q&A: Basics
862
 ===========
863
864
 Q: Where is the documentation?
865
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
866
    - Run the examples/ applications and explore them.
867
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
868
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
869
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
870
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
871
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
872
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
873
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
874
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
875
    - Your programming IDE is your friend, find the type or function declaration to find comments
876
      associated with it.
877
878
 Q: What is this library called?
879
 Q: Which version should I get?
880
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
881
 >> See https://www.dearimgui.com/faq for details.
882
883
 Q&A: Integration
884
 ================
885
886
 Q: How to get started?
887
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
888
889
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
890
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
891
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
892
893
 Q. How can I enable keyboard or gamepad controls?
894
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
895
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
896
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
897
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
898
 >> See https://www.dearimgui.com/faq
899
900
 Q&A: Usage
901
 ----------
902
903
 Q: About the ID Stack system..
904
   - Why is my widget not reacting when I click on it?
905
   - How can I have widgets with an empty label?
906
   - How can I have multiple widgets with the same label?
907
   - How can I have multiple windows with the same label?
908
 Q: How can I display an image? What is ImTextureID, how does it work?
909
 Q: How can I use my own math types instead of ImVec2?
910
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
911
 Q: How can I display custom shapes? (using low-level ImDrawList API)
912
 >> See https://www.dearimgui.com/faq
913
914
 Q&A: Fonts, Text
915
 ================
916
917
 Q: How should I handle DPI in my application?
918
 Q: How can I load a different font than the default?
919
 Q: How can I easily use icons in my application?
920
 Q: How can I load multiple fonts?
921
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
922
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
923
924
 Q&A: Concerns
925
 =============
926
927
 Q: Who uses Dear ImGui?
928
 Q: Can you create elaborate/serious tools with Dear ImGui?
929
 Q: Can you reskin the look of Dear ImGui?
930
 Q: Why using C++ (as opposed to C)?
931
 >> See https://www.dearimgui.com/faq
932
933
 Q&A: Community
934
 ==============
935
936
 Q: How can I help?
937
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
938
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
939
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
940
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
941
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
942
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
943
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
944
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
945
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
946
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
947
948
*/
949
950
//-------------------------------------------------------------------------
951
// [SECTION] INCLUDES
952
//-------------------------------------------------------------------------
953
954
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
955
#define _CRT_SECURE_NO_WARNINGS
956
#endif
957
958
#ifndef IMGUI_DEFINE_MATH_OPERATORS
959
#define IMGUI_DEFINE_MATH_OPERATORS
960
#endif
961
962
#include "imgui.h"
963
#ifndef IMGUI_DISABLE
964
#include "imgui_internal.h"
965
966
// System includes
967
#include <stdio.h>      // vsnprintf, sscanf, printf
968
#include <stdint.h>     // intptr_t
969
970
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
971
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
972
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
973
#endif
974
975
// [Windows] OS specific includes (optional)
976
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
977
#define IMGUI_DISABLE_WIN32_FUNCTIONS
978
#endif
979
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
980
#ifndef WIN32_LEAN_AND_MEAN
981
#define WIN32_LEAN_AND_MEAN
982
#endif
983
#ifndef NOMINMAX
984
#define NOMINMAX
985
#endif
986
#ifndef __MINGW32__
987
#include <Windows.h>        // _wfopen, OpenClipboard
988
#else
989
#include <windows.h>
990
#endif
991
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
992
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
993
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
994
#endif
995
#endif
996
997
// [Apple] OS specific includes
998
#if defined(__APPLE__)
999
#include <TargetConditionals.h>
1000
#endif
1001
1002
// Visual Studio warnings
1003
#ifdef _MSC_VER
1004
#pragma warning (disable: 4127)             // condition expression is constant
1005
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1006
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1007
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1008
#endif
1009
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1010
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1011
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1012
#endif
1013
1014
// Clang/GCC warnings with -Weverything
1015
#if defined(__clang__)
1016
#if __has_warning("-Wunknown-warning-option")
1017
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1018
#endif
1019
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1020
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1021
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1022
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1023
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1024
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1025
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1026
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1027
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1028
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1029
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1030
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1031
#elif defined(__GNUC__)
1032
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1033
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1034
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1035
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1036
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1037
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1038
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1039
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1040
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1041
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1042
#endif
1043
1044
// Debug options
1045
117k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1046
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1047
1048
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1049
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1050
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1051
1052
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1053
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1054
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1055
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1056
1057
// Tooltip offset
1058
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1059
1060
// Docking
1061
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1062
1063
//-------------------------------------------------------------------------
1064
// [SECTION] FORWARD DECLARATIONS
1065
//-------------------------------------------------------------------------
1066
1067
static void             SetCurrentWindow(ImGuiWindow* window);
1068
static void             FindHoveredWindow();
1069
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1070
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1071
1072
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1073
1074
// Settings
1075
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1076
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1077
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1078
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1079
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1080
1081
// Platform Dependents default implementation for IO functions
1082
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1083
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1084
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1085
1086
namespace ImGui
1087
{
1088
// Navigation
1089
static void             NavUpdate();
1090
static void             NavUpdateWindowing();
1091
static void             NavUpdateWindowingOverlay();
1092
static void             NavUpdateCancelRequest();
1093
static void             NavUpdateCreateMoveRequest();
1094
static void             NavUpdateCreateTabbingRequest();
1095
static float            NavUpdatePageUpPageDown();
1096
static inline void      NavUpdateAnyRequestFlag();
1097
static void             NavUpdateCreateWrappingRequest();
1098
static void             NavEndFrame();
1099
static bool             NavScoreItem(ImGuiNavItemData* result);
1100
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1101
static void             NavProcessItem();
1102
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1103
static ImVec2           NavCalcPreferredRefPos();
1104
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1105
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1106
static void             NavRestoreLayer(ImGuiNavLayer layer);
1107
static int              FindWindowFocusIndex(ImGuiWindow* window);
1108
1109
// Error Checking and Debug Tools
1110
static void             ErrorCheckNewFrameSanityChecks();
1111
static void             ErrorCheckEndFrameSanityChecks();
1112
static void             UpdateDebugToolItemPicker();
1113
static void             UpdateDebugToolStackQueries();
1114
1115
// Inputs
1116
static void             UpdateKeyboardInputs();
1117
static void             UpdateMouseInputs();
1118
static void             UpdateMouseWheel();
1119
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1120
1121
// Misc
1122
static void             UpdateSettings();
1123
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1124
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1125
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1126
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1127
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1128
static void             RenderDimmedBackgrounds();
1129
1130
// Viewports
1131
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1132
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1133
static void             DestroyViewport(ImGuiViewportP* viewport);
1134
static void             UpdateViewportsNewFrame();
1135
static void             UpdateViewportsEndFrame();
1136
static void             WindowSelectViewport(ImGuiWindow* window);
1137
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1138
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1139
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1140
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1141
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1142
static int              FindPlatformMonitorForRect(const ImRect& r);
1143
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1144
1145
}
1146
1147
//-----------------------------------------------------------------------------
1148
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1149
//-----------------------------------------------------------------------------
1150
1151
// DLL users:
1152
// - Heaps and globals are not shared across DLL boundaries!
1153
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1154
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1155
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1156
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1157
1158
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1159
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1160
//   Change to a different context by calling ImGui::SetCurrentContext().
1161
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1162
//   If you want thread-safety to allow N threads to access N different contexts:
1163
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1164
//         struct ImGuiContext;
1165
//         extern thread_local ImGuiContext* MyImGuiTLS;
1166
//         #define GImGui MyImGuiTLS
1167
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1168
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1169
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1170
// - DLL users: read comments above.
1171
#ifndef GImGui
1172
ImGuiContext*   GImGui = NULL;
1173
#endif
1174
1175
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1176
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1177
// - DLL users: read comments above.
1178
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1179
3.63k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1180
3.49k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1181
#else
1182
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1183
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1184
#endif
1185
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1186
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1187
static void*                GImAllocatorUserData = NULL;
1188
1189
//-----------------------------------------------------------------------------
1190
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1191
//-----------------------------------------------------------------------------
1192
1193
ImGuiStyle::ImGuiStyle()
1194
3
{
1195
3
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1196
3
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1197
3
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1198
3
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1199
3
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1200
3
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1201
3
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1202
3
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1203
3
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1204
3
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1205
3
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1206
3
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1207
3
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1208
3
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1209
3
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1210
3
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1211
3
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1212
3
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1213
3
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1214
3
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1215
3
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1216
3
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1217
3
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1218
3
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1219
3
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1220
3
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1221
3
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1222
3
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1223
3
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1224
3
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1225
3
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1226
3
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1227
3
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1228
3
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1229
3
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1230
3
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1231
3
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1232
3
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1233
3
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1234
3
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1235
3
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1236
3
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1237
3
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1238
3
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1239
3
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1240
3
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1241
1242
    // Behaviors
1243
3
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1244
3
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1245
3
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1246
3
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1247
3
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1248
1249
    // Default theme
1250
3
    ImGui::StyleColorsDark(this);
1251
3
}
1252
1253
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1254
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1255
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1256
0
{
1257
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1258
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1259
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1260
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1261
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1262
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1263
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1264
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1265
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1266
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1267
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1268
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1269
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1270
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1271
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1272
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1273
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1274
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1275
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1276
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1277
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1278
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1279
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1280
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1281
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1282
0
}
1283
1284
ImGuiIO::ImGuiIO()
1285
3
{
1286
    // Most fields are initialized with zero
1287
3
    memset(this, 0, sizeof(*this));
1288
3
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1289
1290
    // Settings
1291
3
    ConfigFlags = ImGuiConfigFlags_None;
1292
3
    BackendFlags = ImGuiBackendFlags_None;
1293
3
    DisplaySize = ImVec2(-1.0f, -1.0f);
1294
3
    DeltaTime = 1.0f / 60.0f;
1295
3
    IniSavingRate = 5.0f;
1296
3
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1297
3
    LogFilename = "imgui_log.txt";
1298
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1299
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1300
        KeyMap[i] = -1;
1301
#endif
1302
3
    UserData = NULL;
1303
1304
3
    Fonts = NULL;
1305
3
    FontGlobalScale = 1.0f;
1306
3
    FontDefault = NULL;
1307
3
    FontAllowUserScaling = false;
1308
3
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1309
1310
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1311
3
    ConfigDockingNoSplit = false;
1312
3
    ConfigDockingWithShift = false;
1313
3
    ConfigDockingAlwaysTabBar = false;
1314
3
    ConfigDockingTransparentPayload = false;
1315
1316
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1317
3
    ConfigViewportsNoAutoMerge = false;
1318
3
    ConfigViewportsNoTaskBarIcon = false;
1319
3
    ConfigViewportsNoDecoration = true;
1320
3
    ConfigViewportsNoDefaultParent = false;
1321
1322
    // Miscellaneous options
1323
3
    MouseDrawCursor = false;
1324
#ifdef __APPLE__
1325
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1326
#else
1327
3
    ConfigMacOSXBehaviors = false;
1328
3
#endif
1329
3
    ConfigInputTrickleEventQueue = true;
1330
3
    ConfigInputTextCursorBlink = true;
1331
3
    ConfigInputTextEnterKeepActive = false;
1332
3
    ConfigDragClickToInputText = false;
1333
3
    ConfigWindowsResizeFromEdges = true;
1334
3
    ConfigWindowsMoveFromTitleBarOnly = false;
1335
3
    ConfigMemoryCompactTimer = 60.0f;
1336
3
    ConfigDebugBeginReturnValueOnce = false;
1337
3
    ConfigDebugBeginReturnValueLoop = false;
1338
1339
    // Inputs Behaviors
1340
3
    MouseDoubleClickTime = 0.30f;
1341
3
    MouseDoubleClickMaxDist = 6.0f;
1342
3
    MouseDragThreshold = 6.0f;
1343
3
    KeyRepeatDelay = 0.275f;
1344
3
    KeyRepeatRate = 0.050f;
1345
1346
    // Platform Functions
1347
    // Note: Initialize() will setup default clipboard/ime handlers.
1348
3
    BackendPlatformName = BackendRendererName = NULL;
1349
3
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1350
3
    PlatformLocaleDecimalPoint = '.';
1351
1352
    // Input (NB: we already have memset zero the entire structure!)
1353
3
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1354
3
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1355
3
    MouseSource = ImGuiMouseSource_Mouse;
1356
18
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1357
465
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1358
3
    AppAcceptingEvents = true;
1359
3
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1360
3
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1361
3
}
1362
1363
// Pass in translated ASCII characters for text input.
1364
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1365
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1366
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1367
void ImGuiIO::AddInputCharacter(unsigned int c)
1368
7.18k
{
1369
7.18k
    IM_ASSERT(Ctx != NULL);
1370
7.18k
    ImGuiContext& g = *Ctx;
1371
7.18k
    if (c == 0 || !AppAcceptingEvents)
1372
725
        return;
1373
1374
6.46k
    ImGuiInputEvent e;
1375
6.46k
    e.Type = ImGuiInputEventType_Text;
1376
6.46k
    e.Source = ImGuiInputSource_Keyboard;
1377
6.46k
    e.EventId = g.InputEventsNextEventId++;
1378
6.46k
    e.Text.Char = c;
1379
6.46k
    g.InputEventsQueue.push_back(e);
1380
6.46k
}
1381
1382
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1383
// we should save the high surrogate.
1384
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1385
5.77k
{
1386
5.77k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1387
286
        return;
1388
1389
5.48k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1390
810
    {
1391
810
        if (InputQueueSurrogate != 0)
1392
450
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1393
810
        InputQueueSurrogate = c;
1394
810
        return;
1395
810
    }
1396
1397
4.67k
    ImWchar cp = c;
1398
4.67k
    if (InputQueueSurrogate != 0)
1399
344
    {
1400
344
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1401
298
        {
1402
298
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1403
298
        }
1404
46
        else
1405
46
        {
1406
46
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1407
46
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1408
#else
1409
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1410
#endif
1411
46
        }
1412
1413
344
        InputQueueSurrogate = 0;
1414
344
    }
1415
4.67k
    AddInputCharacter((unsigned)cp);
1416
4.67k
}
1417
1418
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1419
48
{
1420
48
    if (!AppAcceptingEvents)
1421
0
        return;
1422
48
    while (*utf8_chars != 0)
1423
0
    {
1424
0
        unsigned int c = 0;
1425
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1426
0
        AddInputCharacter(c);
1427
0
    }
1428
48
}
1429
1430
// Clear all incoming events.
1431
void ImGuiIO::ClearEventsQueue()
1432
0
{
1433
0
    IM_ASSERT(Ctx != NULL);
1434
0
    ImGuiContext& g = *Ctx;
1435
0
    g.InputEventsQueue.clear();
1436
0
}
1437
1438
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1439
void ImGuiIO::ClearInputKeys()
1440
8.47k
{
1441
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1442
    memset(KeysDown, 0, sizeof(KeysDown));
1443
#endif
1444
1.31M
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1445
1.30M
    {
1446
1.30M
        KeysData[n].Down             = false;
1447
1.30M
        KeysData[n].DownDuration     = -1.0f;
1448
1.30M
        KeysData[n].DownDurationPrev = -1.0f;
1449
1.30M
    }
1450
8.47k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1451
8.47k
    KeyMods = ImGuiMod_None;
1452
8.47k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1453
50.8k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1454
42.3k
    {
1455
42.3k
        MouseDown[n] = false;
1456
42.3k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1457
42.3k
    }
1458
8.47k
    MouseWheel = MouseWheelH = 0.0f;
1459
8.47k
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1460
8.47k
}
1461
1462
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1463
// Current frame character buffer is now also cleared by ClearInputKeys().
1464
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1465
void ImGuiIO::ClearInputCharacters()
1466
{
1467
    InputQueueCharacters.resize(0);
1468
}
1469
#endif
1470
1471
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1472
13.0k
{
1473
13.0k
    ImGuiContext& g = *ctx;
1474
20.8k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1475
11.7k
    {
1476
11.7k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1477
11.7k
        if (e->Type != type)
1478
5.94k
            continue;
1479
5.77k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1480
539
            continue;
1481
5.23k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1482
1.29k
            continue;
1483
3.93k
        return e;
1484
5.23k
    }
1485
9.11k
    return NULL;
1486
13.0k
}
1487
1488
// Queue a new key down/up event.
1489
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1490
// - bool down:          Is the key down? use false to signify a key release.
1491
// - float analog_value: 0.0f..1.0f
1492
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1493
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1494
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1495
3.28k
{
1496
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1497
3.28k
    IM_ASSERT(Ctx != NULL);
1498
3.28k
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1499
0
        return;
1500
3.28k
    ImGuiContext& g = *Ctx;
1501
3.28k
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1502
3.28k
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1503
3.28k
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1504
1505
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1506
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1507
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1508
    if (BackendUsingLegacyKeyArrays == -1)
1509
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1510
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1511
    BackendUsingLegacyKeyArrays = 0;
1512
#endif
1513
3.28k
    if (ImGui::IsGamepadKey(key))
1514
21
        BackendUsingLegacyNavInputArray = false;
1515
1516
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1517
3.28k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1518
3.28k
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1519
3.28k
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1520
3.28k
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1521
3.28k
    if (latest_key_down == down && latest_key_analog == analog_value)
1522
823
        return;
1523
1524
    // Add event
1525
2.45k
    ImGuiInputEvent e;
1526
2.45k
    e.Type = ImGuiInputEventType_Key;
1527
2.45k
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1528
2.45k
    e.EventId = g.InputEventsNextEventId++;
1529
2.45k
    e.Key.Key = key;
1530
2.45k
    e.Key.Down = down;
1531
2.45k
    e.Key.AnalogValue = analog_value;
1532
2.45k
    g.InputEventsQueue.push_back(e);
1533
2.45k
}
1534
1535
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1536
2.25k
{
1537
2.25k
    if (!AppAcceptingEvents)
1538
0
        return;
1539
2.25k
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1540
2.25k
}
1541
1542
// [Optional] Call after AddKeyEvent().
1543
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1544
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1545
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1546
0
{
1547
0
    if (key == ImGuiKey_None)
1548
0
        return;
1549
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1550
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1551
0
    IM_UNUSED(native_keycode);  // Yet unused
1552
0
    IM_UNUSED(native_scancode); // Yet unused
1553
1554
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1555
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1556
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1557
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1558
        return;
1559
    KeyMap[legacy_key] = key;
1560
    KeyMap[key] = legacy_key;
1561
#else
1562
0
    IM_UNUSED(key);
1563
0
    IM_UNUSED(native_legacy_index);
1564
0
#endif
1565
0
}
1566
1567
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1568
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1569
0
{
1570
0
    AppAcceptingEvents = accepting_events;
1571
0
}
1572
1573
// Queue a mouse move event
1574
void ImGuiIO::AddMousePosEvent(float x, float y)
1575
3.25k
{
1576
3.25k
    IM_ASSERT(Ctx != NULL);
1577
3.25k
    ImGuiContext& g = *Ctx;
1578
3.25k
    if (!AppAcceptingEvents)
1579
0
        return;
1580
1581
    // Apply same flooring as UpdateMouseInputs()
1582
3.25k
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1583
1584
    // Filter duplicate
1585
3.25k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1586
3.25k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1587
3.25k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1588
813
        return;
1589
1590
2.43k
    ImGuiInputEvent e;
1591
2.43k
    e.Type = ImGuiInputEventType_MousePos;
1592
2.43k
    e.Source = ImGuiInputSource_Mouse;
1593
2.43k
    e.EventId = g.InputEventsNextEventId++;
1594
2.43k
    e.MousePos.PosX = pos.x;
1595
2.43k
    e.MousePos.PosY = pos.y;
1596
2.43k
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1597
2.43k
    g.InputEventsQueue.push_back(e);
1598
2.43k
}
1599
1600
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1601
5.35k
{
1602
5.35k
    IM_ASSERT(Ctx != NULL);
1603
5.35k
    ImGuiContext& g = *Ctx;
1604
5.35k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1605
5.35k
    if (!AppAcceptingEvents)
1606
0
        return;
1607
1608
    // Filter duplicate
1609
5.35k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1610
5.35k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1611
5.35k
    if (latest_button_down == down)
1612
2.18k
        return;
1613
1614
3.17k
    ImGuiInputEvent e;
1615
3.17k
    e.Type = ImGuiInputEventType_MouseButton;
1616
3.17k
    e.Source = ImGuiInputSource_Mouse;
1617
3.17k
    e.EventId = g.InputEventsNextEventId++;
1618
3.17k
    e.MouseButton.Button = mouse_button;
1619
3.17k
    e.MouseButton.Down = down;
1620
3.17k
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1621
3.17k
    g.InputEventsQueue.push_back(e);
1622
3.17k
}
1623
1624
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1625
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1626
1.71k
{
1627
1.71k
    IM_ASSERT(Ctx != NULL);
1628
1.71k
    ImGuiContext& g = *Ctx;
1629
1630
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1631
1.71k
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1632
117
        return;
1633
1634
1.59k
    ImGuiInputEvent e;
1635
1.59k
    e.Type = ImGuiInputEventType_MouseWheel;
1636
1.59k
    e.Source = ImGuiInputSource_Mouse;
1637
1.59k
    e.EventId = g.InputEventsNextEventId++;
1638
1.59k
    e.MouseWheel.WheelX = wheel_x;
1639
1.59k
    e.MouseWheel.WheelY = wheel_y;
1640
1.59k
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1641
1.59k
    g.InputEventsQueue.push_back(e);
1642
1.59k
}
1643
1644
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1645
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1646
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1647
0
{
1648
0
    IM_ASSERT(Ctx != NULL);
1649
0
    ImGuiContext& g = *Ctx;
1650
0
    g.InputEventsNextMouseSource = source;
1651
0
}
1652
1653
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1654
0
{
1655
0
    IM_ASSERT(Ctx != NULL);
1656
0
    ImGuiContext& g = *Ctx;
1657
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1658
0
    if (!AppAcceptingEvents)
1659
0
        return;
1660
1661
    // Filter duplicate
1662
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1663
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1664
0
    if (latest_viewport_id == viewport_id)
1665
0
        return;
1666
1667
0
    ImGuiInputEvent e;
1668
0
    e.Type = ImGuiInputEventType_MouseViewport;
1669
0
    e.Source = ImGuiInputSource_Mouse;
1670
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1671
0
    g.InputEventsQueue.push_back(e);
1672
0
}
1673
1674
void ImGuiIO::AddFocusEvent(bool focused)
1675
1.16k
{
1676
1.16k
    IM_ASSERT(Ctx != NULL);
1677
1.16k
    ImGuiContext& g = *Ctx;
1678
1679
    // Filter duplicate
1680
1.16k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1681
1.16k
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1682
1.16k
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1683
432
        return;
1684
1685
729
    ImGuiInputEvent e;
1686
729
    e.Type = ImGuiInputEventType_Focus;
1687
729
    e.EventId = g.InputEventsNextEventId++;
1688
729
    e.AppFocused.Focused = focused;
1689
729
    g.InputEventsQueue.push_back(e);
1690
729
}
1691
1692
//-----------------------------------------------------------------------------
1693
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1694
//-----------------------------------------------------------------------------
1695
1696
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1697
0
{
1698
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1699
0
    ImVec2 p_last = p1;
1700
0
    ImVec2 p_closest;
1701
0
    float p_closest_dist2 = FLT_MAX;
1702
0
    float t_step = 1.0f / (float)num_segments;
1703
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1704
0
    {
1705
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1706
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1707
0
        float dist2 = ImLengthSqr(p - p_line);
1708
0
        if (dist2 < p_closest_dist2)
1709
0
        {
1710
0
            p_closest = p_line;
1711
0
            p_closest_dist2 = dist2;
1712
0
        }
1713
0
        p_last = p_current;
1714
0
    }
1715
0
    return p_closest;
1716
0
}
1717
1718
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1719
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1720
0
{
1721
0
    float dx = x4 - x1;
1722
0
    float dy = y4 - y1;
1723
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1724
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1725
0
    d2 = (d2 >= 0) ? d2 : -d2;
1726
0
    d3 = (d3 >= 0) ? d3 : -d3;
1727
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1728
0
    {
1729
0
        ImVec2 p_current(x4, y4);
1730
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1731
0
        float dist2 = ImLengthSqr(p - p_line);
1732
0
        if (dist2 < p_closest_dist2)
1733
0
        {
1734
0
            p_closest = p_line;
1735
0
            p_closest_dist2 = dist2;
1736
0
        }
1737
0
        p_last = p_current;
1738
0
    }
1739
0
    else if (level < 10)
1740
0
    {
1741
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1742
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1743
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1744
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1745
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1746
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1747
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1748
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1749
0
    }
1750
0
}
1751
1752
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1753
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1754
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1755
0
{
1756
0
    IM_ASSERT(tess_tol > 0.0f);
1757
0
    ImVec2 p_last = p1;
1758
0
    ImVec2 p_closest;
1759
0
    float p_closest_dist2 = FLT_MAX;
1760
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1761
0
    return p_closest;
1762
0
}
1763
1764
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1765
0
{
1766
0
    ImVec2 ap = p - a;
1767
0
    ImVec2 ab_dir = b - a;
1768
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1769
0
    if (dot < 0.0f)
1770
0
        return a;
1771
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1772
0
    if (dot > ab_len_sqr)
1773
0
        return b;
1774
0
    return a + ab_dir * dot / ab_len_sqr;
1775
0
}
1776
1777
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1778
0
{
1779
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1780
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1781
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1782
0
    return ((b1 == b2) && (b2 == b3));
1783
0
}
1784
1785
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1786
0
{
1787
0
    ImVec2 v0 = b - a;
1788
0
    ImVec2 v1 = c - a;
1789
0
    ImVec2 v2 = p - a;
1790
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1791
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1792
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1793
0
    out_u = 1.0f - out_v - out_w;
1794
0
}
1795
1796
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1797
0
{
1798
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1799
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1800
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1801
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1802
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1803
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1804
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1805
0
    if (m == dist2_ab)
1806
0
        return proj_ab;
1807
0
    if (m == dist2_bc)
1808
0
        return proj_bc;
1809
0
    return proj_ca;
1810
0
}
1811
1812
//-----------------------------------------------------------------------------
1813
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1814
//-----------------------------------------------------------------------------
1815
1816
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1817
int ImStricmp(const char* str1, const char* str2)
1818
0
{
1819
0
    int d;
1820
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1821
0
    return d;
1822
0
}
1823
1824
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1825
0
{
1826
0
    int d = 0;
1827
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1828
0
    return d;
1829
0
}
1830
1831
void ImStrncpy(char* dst, const char* src, size_t count)
1832
43
{
1833
43
    if (count < 1)
1834
0
        return;
1835
43
    if (count > 1)
1836
43
        strncpy(dst, src, count - 1);
1837
43
    dst[count - 1] = 0;
1838
43
}
1839
1840
char* ImStrdup(const char* str)
1841
9
{
1842
9
    size_t len = strlen(str);
1843
9
    void* buf = IM_ALLOC(len + 1);
1844
9
    return (char*)memcpy(buf, (const void*)str, len + 1);
1845
9
}
1846
1847
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1848
0
{
1849
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1850
0
    size_t src_size = strlen(src) + 1;
1851
0
    if (dst_buf_size < src_size)
1852
0
    {
1853
0
        IM_FREE(dst);
1854
0
        dst = (char*)IM_ALLOC(src_size);
1855
0
        if (p_dst_size)
1856
0
            *p_dst_size = src_size;
1857
0
    }
1858
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1859
0
}
1860
1861
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1862
0
{
1863
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1864
0
    return p;
1865
0
}
1866
1867
int ImStrlenW(const ImWchar* str)
1868
0
{
1869
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1870
0
    int n = 0;
1871
0
    while (*str++) n++;
1872
0
    return n;
1873
0
}
1874
1875
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1876
const char* ImStreolRange(const char* str, const char* str_end)
1877
0
{
1878
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1879
0
    return p ? p : str_end;
1880
0
}
1881
1882
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1883
0
{
1884
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1885
0
        buf_mid_line--;
1886
0
    return buf_mid_line;
1887
0
}
1888
1889
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1890
0
{
1891
0
    if (!needle_end)
1892
0
        needle_end = needle + strlen(needle);
1893
1894
0
    const char un0 = (char)ImToUpper(*needle);
1895
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1896
0
    {
1897
0
        if (ImToUpper(*haystack) == un0)
1898
0
        {
1899
0
            const char* b = needle + 1;
1900
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1901
0
                if (ImToUpper(*a) != ImToUpper(*b))
1902
0
                    break;
1903
0
            if (b == needle_end)
1904
0
                return haystack;
1905
0
        }
1906
0
        haystack++;
1907
0
    }
1908
0
    return NULL;
1909
0
}
1910
1911
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1912
void ImStrTrimBlanks(char* buf)
1913
0
{
1914
0
    char* p = buf;
1915
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1916
0
        p++;
1917
0
    char* p_start = p;
1918
0
    while (*p != 0)                         // Find end of string
1919
0
        p++;
1920
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1921
0
        p--;
1922
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1923
0
        memmove(buf, p_start, p - p_start);
1924
0
    buf[p - p_start] = 0;                   // Zero terminate
1925
0
}
1926
1927
const char* ImStrSkipBlank(const char* str)
1928
0
{
1929
0
    while (str[0] == ' ' || str[0] == '\t')
1930
0
        str++;
1931
0
    return str;
1932
0
}
1933
1934
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1935
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1936
// B) When buf==NULL vsnprintf() will return the output size.
1937
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1938
1939
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1940
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1941
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1942
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1943
#ifdef IMGUI_USE_STB_SPRINTF
1944
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1945
#define STB_SPRINTF_IMPLEMENTATION
1946
#endif
1947
#ifdef IMGUI_STB_SPRINTF_FILENAME
1948
#include IMGUI_STB_SPRINTF_FILENAME
1949
#else
1950
#include "stb_sprintf.h"
1951
#endif
1952
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1953
1954
#if defined(_MSC_VER) && !defined(vsnprintf)
1955
#define vsnprintf _vsnprintf
1956
#endif
1957
1958
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1959
3
{
1960
3
    va_list args;
1961
3
    va_start(args, fmt);
1962
#ifdef IMGUI_USE_STB_SPRINTF
1963
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1964
#else
1965
3
    int w = vsnprintf(buf, buf_size, fmt, args);
1966
3
#endif
1967
3
    va_end(args);
1968
3
    if (buf == NULL)
1969
0
        return w;
1970
3
    if (w == -1 || w >= (int)buf_size)
1971
0
        w = (int)buf_size - 1;
1972
3
    buf[w] = 0;
1973
3
    return w;
1974
3
}
1975
1976
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1977
24.8k
{
1978
#ifdef IMGUI_USE_STB_SPRINTF
1979
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1980
#else
1981
24.8k
    int w = vsnprintf(buf, buf_size, fmt, args);
1982
24.8k
#endif
1983
24.8k
    if (buf == NULL)
1984
0
        return w;
1985
24.8k
    if (w == -1 || w >= (int)buf_size)
1986
0
        w = (int)buf_size - 1;
1987
24.8k
    buf[w] = 0;
1988
24.8k
    return w;
1989
24.8k
}
1990
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1991
1992
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1993
24.8k
{
1994
24.8k
    va_list args;
1995
24.8k
    va_start(args, fmt);
1996
24.8k
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
1997
24.8k
    va_end(args);
1998
24.8k
}
1999
2000
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2001
24.8k
{
2002
24.8k
    ImGuiContext& g = *GImGui;
2003
24.8k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2004
0
    {
2005
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2006
0
        if (buf == NULL)
2007
0
            buf = "(null)";
2008
0
        *out_buf = buf;
2009
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2010
0
    }
2011
24.8k
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2012
0
    {
2013
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2014
0
        const char* buf = va_arg(args, const char*);
2015
0
        if (buf == NULL)
2016
0
        {
2017
0
            buf = "(null)";
2018
0
            buf_len = ImMin(buf_len, 6);
2019
0
        }
2020
0
        *out_buf = buf;
2021
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2022
0
    }
2023
24.8k
    else
2024
24.8k
    {
2025
24.8k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2026
24.8k
        *out_buf = g.TempBuffer.Data;
2027
24.8k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2028
24.8k
    }
2029
24.8k
}
2030
2031
// CRC32 needs a 1KB lookup table (not cache friendly)
2032
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2033
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2034
static const ImU32 GCrc32LookupTable[256] =
2035
{
2036
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2037
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2038
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2039
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2040
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2041
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2042
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2043
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2044
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2045
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2046
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2047
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2048
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2049
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2050
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2051
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2052
};
2053
2054
// Known size hash
2055
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2056
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2057
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2058
24.8k
{
2059
24.8k
    ImU32 crc = ~seed;
2060
24.8k
    const unsigned char* data = (const unsigned char*)data_p;
2061
24.8k
    const ImU32* crc32_lut = GCrc32LookupTable;
2062
124k
    while (data_size-- != 0)
2063
99.3k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2064
24.8k
    return ~crc;
2065
24.8k
}
2066
2067
// Zero-terminated string hash, with support for ### to reset back to seed value
2068
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2069
// Because this syntax is rarely used we are optimizing for the common case.
2070
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2071
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2072
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2073
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2074
421k
{
2075
421k
    seed = ~seed;
2076
421k
    ImU32 crc = seed;
2077
421k
    const unsigned char* data = (const unsigned char*)data_p;
2078
421k
    const ImU32* crc32_lut = GCrc32LookupTable;
2079
421k
    if (data_size != 0)
2080
0
    {
2081
0
        while (data_size-- != 0)
2082
0
        {
2083
0
            unsigned char c = *data++;
2084
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2085
0
                crc = seed;
2086
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2087
0
        }
2088
0
    }
2089
421k
    else
2090
421k
    {
2091
5.71M
        while (unsigned char c = *data++)
2092
5.29M
        {
2093
5.29M
            if (c == '#' && data[0] == '#' && data[1] == '#')
2094
54.2k
                crc = seed;
2095
5.29M
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2096
5.29M
        }
2097
421k
    }
2098
421k
    return ~crc;
2099
421k
}
2100
2101
//-----------------------------------------------------------------------------
2102
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2103
//-----------------------------------------------------------------------------
2104
2105
// Default file functions
2106
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2107
2108
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2109
0
{
2110
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2111
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2112
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2113
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2114
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2115
    ImGuiContext& g = *GImGui;
2116
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2117
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2118
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2119
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2120
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2121
#else
2122
0
    return fopen(filename, mode);
2123
0
#endif
2124
0
}
2125
2126
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2127
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2128
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2129
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2130
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2131
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2132
2133
// Helper: Load file content into memory
2134
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2135
// This can't really be used with "rt" because fseek size won't match read size.
2136
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2137
0
{
2138
0
    IM_ASSERT(filename && mode);
2139
0
    if (out_file_size)
2140
0
        *out_file_size = 0;
2141
2142
0
    ImFileHandle f;
2143
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2144
0
        return NULL;
2145
2146
0
    size_t file_size = (size_t)ImFileGetSize(f);
2147
0
    if (file_size == (size_t)-1)
2148
0
    {
2149
0
        ImFileClose(f);
2150
0
        return NULL;
2151
0
    }
2152
2153
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2154
0
    if (file_data == NULL)
2155
0
    {
2156
0
        ImFileClose(f);
2157
0
        return NULL;
2158
0
    }
2159
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2160
0
    {
2161
0
        ImFileClose(f);
2162
0
        IM_FREE(file_data);
2163
0
        return NULL;
2164
0
    }
2165
0
    if (padding_bytes > 0)
2166
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2167
2168
0
    ImFileClose(f);
2169
0
    if (out_file_size)
2170
0
        *out_file_size = file_size;
2171
2172
0
    return file_data;
2173
0
}
2174
2175
//-----------------------------------------------------------------------------
2176
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2177
//-----------------------------------------------------------------------------
2178
2179
IM_MSVC_RUNTIME_CHECKS_OFF
2180
2181
// Convert UTF-8 to 32-bit character, process single character input.
2182
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2183
// We handle UTF-8 decoding error by skipping forward.
2184
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2185
5.32M
{
2186
5.32M
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2187
5.32M
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2188
5.32M
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2189
5.32M
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2190
5.32M
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2191
5.32M
    int len = lengths[*(const unsigned char*)in_text >> 3];
2192
5.32M
    int wanted = len + (len ? 0 : 1);
2193
2194
5.32M
    if (in_text_end == NULL)
2195
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2196
2197
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2198
    // so it is fast even with excessive branching.
2199
5.32M
    unsigned char s[4];
2200
5.32M
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2201
5.32M
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2202
5.32M
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2203
5.32M
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2204
2205
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2206
5.32M
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2207
5.32M
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2208
5.32M
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2209
5.32M
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2210
5.32M
    *out_char >>= shiftc[len];
2211
2212
    // Accumulate the various error conditions.
2213
5.32M
    int e = 0;
2214
5.32M
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2215
5.32M
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2216
5.32M
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2217
5.32M
    e |= (s[1] & 0xc0) >> 2;
2218
5.32M
    e |= (s[2] & 0xc0) >> 4;
2219
5.32M
    e |= (s[3]       ) >> 6;
2220
5.32M
    e ^= 0x2a; // top two bits of each tail byte correct?
2221
5.32M
    e >>= shifte[len];
2222
2223
5.32M
    if (e)
2224
2.24k
    {
2225
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2226
        // One byte is consumed in case of invalid first byte of in_text.
2227
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2228
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2229
2.24k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2230
2.24k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2231
2.24k
    }
2232
2233
5.32M
    return wanted;
2234
5.32M
}
2235
2236
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2237
0
{
2238
0
    ImWchar* buf_out = buf;
2239
0
    ImWchar* buf_end = buf + buf_size;
2240
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2241
0
    {
2242
0
        unsigned int c;
2243
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2244
0
        *buf_out++ = (ImWchar)c;
2245
0
    }
2246
0
    *buf_out = 0;
2247
0
    if (in_text_remaining)
2248
0
        *in_text_remaining = in_text;
2249
0
    return (int)(buf_out - buf);
2250
0
}
2251
2252
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2253
0
{
2254
0
    int char_count = 0;
2255
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2256
0
    {
2257
0
        unsigned int c;
2258
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2259
0
        char_count++;
2260
0
    }
2261
0
    return char_count;
2262
0
}
2263
2264
// Based on stb_to_utf8() from github.com/nothings/stb/
2265
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2266
0
{
2267
0
    if (c < 0x80)
2268
0
    {
2269
0
        buf[0] = (char)c;
2270
0
        return 1;
2271
0
    }
2272
0
    if (c < 0x800)
2273
0
    {
2274
0
        if (buf_size < 2) return 0;
2275
0
        buf[0] = (char)(0xc0 + (c >> 6));
2276
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2277
0
        return 2;
2278
0
    }
2279
0
    if (c < 0x10000)
2280
0
    {
2281
0
        if (buf_size < 3) return 0;
2282
0
        buf[0] = (char)(0xe0 + (c >> 12));
2283
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2284
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2285
0
        return 3;
2286
0
    }
2287
0
    if (c <= 0x10FFFF)
2288
0
    {
2289
0
        if (buf_size < 4) return 0;
2290
0
        buf[0] = (char)(0xf0 + (c >> 18));
2291
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2292
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2293
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2294
0
        return 4;
2295
0
    }
2296
    // Invalid code point, the max unicode is 0x10FFFF
2297
0
    return 0;
2298
0
}
2299
2300
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2301
0
{
2302
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2303
0
    out_buf[count] = 0;
2304
0
    return out_buf;
2305
0
}
2306
2307
// Not optimal but we very rarely use this function.
2308
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2309
0
{
2310
0
    unsigned int unused = 0;
2311
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2312
0
}
2313
2314
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2315
0
{
2316
0
    if (c < 0x80) return 1;
2317
0
    if (c < 0x800) return 2;
2318
0
    if (c < 0x10000) return 3;
2319
0
    if (c <= 0x10FFFF) return 4;
2320
0
    return 3;
2321
0
}
2322
2323
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2324
0
{
2325
0
    char* buf_p = out_buf;
2326
0
    const char* buf_end = out_buf + out_buf_size;
2327
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2328
0
    {
2329
0
        unsigned int c = (unsigned int)(*in_text++);
2330
0
        if (c < 0x80)
2331
0
            *buf_p++ = (char)c;
2332
0
        else
2333
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2334
0
    }
2335
0
    *buf_p = 0;
2336
0
    return (int)(buf_p - out_buf);
2337
0
}
2338
2339
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2340
0
{
2341
0
    int bytes_count = 0;
2342
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2343
0
    {
2344
0
        unsigned int c = (unsigned int)(*in_text++);
2345
0
        if (c < 0x80)
2346
0
            bytes_count++;
2347
0
        else
2348
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2349
0
    }
2350
0
    return bytes_count;
2351
0
}
2352
2353
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2354
0
{
2355
0
    while (in_text_curr > in_text_start)
2356
0
    {
2357
0
        in_text_curr--;
2358
0
        if ((*in_text_curr & 0xC0) != 0x80)
2359
0
            return in_text_curr;
2360
0
    }
2361
0
    return in_text_start;
2362
0
}
2363
2364
IM_MSVC_RUNTIME_CHECKS_RESTORE
2365
2366
//-----------------------------------------------------------------------------
2367
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2368
// Note: The Convert functions are early design which are not consistent with other API.
2369
//-----------------------------------------------------------------------------
2370
2371
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2372
0
{
2373
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2374
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2375
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2376
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2377
0
    return IM_COL32(r, g, b, 0xFF);
2378
0
}
2379
2380
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2381
166k
{
2382
166k
    float s = 1.0f / 255.0f;
2383
166k
    return ImVec4(
2384
166k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2385
166k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2386
166k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2387
166k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2388
166k
}
2389
2390
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2391
869k
{
2392
869k
    ImU32 out;
2393
869k
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2394
869k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2395
869k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2396
869k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2397
869k
    return out;
2398
869k
}
2399
2400
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2401
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2402
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2403
0
{
2404
0
    float K = 0.f;
2405
0
    if (g < b)
2406
0
    {
2407
0
        ImSwap(g, b);
2408
0
        K = -1.f;
2409
0
    }
2410
0
    if (r < g)
2411
0
    {
2412
0
        ImSwap(r, g);
2413
0
        K = -2.f / 6.f - K;
2414
0
    }
2415
2416
0
    const float chroma = r - (g < b ? g : b);
2417
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2418
0
    out_s = chroma / (r + 1e-20f);
2419
0
    out_v = r;
2420
0
}
2421
2422
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2423
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2424
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2425
0
{
2426
0
    if (s == 0.0f)
2427
0
    {
2428
        // gray
2429
0
        out_r = out_g = out_b = v;
2430
0
        return;
2431
0
    }
2432
2433
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2434
0
    int   i = (int)h;
2435
0
    float f = h - (float)i;
2436
0
    float p = v * (1.0f - s);
2437
0
    float q = v * (1.0f - s * f);
2438
0
    float t = v * (1.0f - s * (1.0f - f));
2439
2440
0
    switch (i)
2441
0
    {
2442
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2443
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2444
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2445
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2446
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2447
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2448
0
    }
2449
0
}
2450
2451
//-----------------------------------------------------------------------------
2452
// [SECTION] ImGuiStorage
2453
// Helper: Key->value storage
2454
//-----------------------------------------------------------------------------
2455
2456
// std::lower_bound but without the bullshit
2457
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2458
133k
{
2459
133k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2460
133k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2461
133k
    size_t count = (size_t)(last - first);
2462
399k
    while (count > 0)
2463
266k
    {
2464
266k
        size_t count2 = count >> 1;
2465
266k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2466
266k
        if (mid->key < key)
2467
79.0k
        {
2468
79.0k
            first = ++mid;
2469
79.0k
            count -= count2 + 1;
2470
79.0k
        }
2471
187k
        else
2472
187k
        {
2473
187k
            count = count2;
2474
187k
        }
2475
266k
    }
2476
133k
    return first;
2477
133k
}
2478
2479
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2480
void ImGuiStorage::BuildSortByKey()
2481
0
{
2482
0
    struct StaticFunc
2483
0
    {
2484
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2485
0
        {
2486
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2487
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2488
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2489
0
            return 0;
2490
0
        }
2491
0
    };
2492
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2493
0
}
2494
2495
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2496
0
{
2497
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2498
0
    if (it == Data.end() || it->key != key)
2499
0
        return default_val;
2500
0
    return it->val_i;
2501
0
}
2502
2503
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2504
0
{
2505
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2506
0
}
2507
2508
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2509
0
{
2510
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2511
0
    if (it == Data.end() || it->key != key)
2512
0
        return default_val;
2513
0
    return it->val_f;
2514
0
}
2515
2516
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2517
133k
{
2518
133k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2519
133k
    if (it == Data.end() || it->key != key)
2520
9
        return NULL;
2521
133k
    return it->val_p;
2522
133k
}
2523
2524
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2525
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2526
0
{
2527
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2528
0
    if (it == Data.end() || it->key != key)
2529
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2530
0
    return &it->val_i;
2531
0
}
2532
2533
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2534
0
{
2535
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2536
0
}
2537
2538
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2539
0
{
2540
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2541
0
    if (it == Data.end() || it->key != key)
2542
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2543
0
    return &it->val_f;
2544
0
}
2545
2546
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2547
0
{
2548
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2549
0
    if (it == Data.end() || it->key != key)
2550
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2551
0
    return &it->val_p;
2552
0
}
2553
2554
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2555
void ImGuiStorage::SetInt(ImGuiID key, int val)
2556
0
{
2557
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2558
0
    if (it == Data.end() || it->key != key)
2559
0
        Data.insert(it, ImGuiStoragePair(key, val));
2560
0
    else
2561
0
        it->val_i = val;
2562
0
}
2563
2564
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2565
0
{
2566
0
    SetInt(key, val ? 1 : 0);
2567
0
}
2568
2569
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2570
0
{
2571
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2572
0
    if (it == Data.end() || it->key != key)
2573
0
        Data.insert(it, ImGuiStoragePair(key, val));
2574
0
    else
2575
0
        it->val_f = val;
2576
0
}
2577
2578
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2579
9
{
2580
9
    ImGuiStoragePair* it = LowerBound(Data, key);
2581
9
    if (it == Data.end() || it->key != key)
2582
9
        Data.insert(it, ImGuiStoragePair(key, val));
2583
0
    else
2584
0
        it->val_p = val;
2585
9
}
2586
2587
void ImGuiStorage::SetAllInt(int v)
2588
0
{
2589
0
    for (int i = 0; i < Data.Size; i++)
2590
0
        Data[i].val_i = v;
2591
0
}
2592
2593
//-----------------------------------------------------------------------------
2594
// [SECTION] ImGuiTextFilter
2595
//-----------------------------------------------------------------------------
2596
2597
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2598
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2599
0
{
2600
0
    InputBuf[0] = 0;
2601
0
    CountGrep = 0;
2602
0
    if (default_filter)
2603
0
    {
2604
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2605
0
        Build();
2606
0
    }
2607
0
}
2608
2609
bool ImGuiTextFilter::Draw(const char* label, float width)
2610
0
{
2611
0
    if (width != 0.0f)
2612
0
        ImGui::SetNextItemWidth(width);
2613
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2614
0
    if (value_changed)
2615
0
        Build();
2616
0
    return value_changed;
2617
0
}
2618
2619
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2620
0
{
2621
0
    out->resize(0);
2622
0
    const char* wb = b;
2623
0
    const char* we = wb;
2624
0
    while (we < e)
2625
0
    {
2626
0
        if (*we == separator)
2627
0
        {
2628
0
            out->push_back(ImGuiTextRange(wb, we));
2629
0
            wb = we + 1;
2630
0
        }
2631
0
        we++;
2632
0
    }
2633
0
    if (wb != we)
2634
0
        out->push_back(ImGuiTextRange(wb, we));
2635
0
}
2636
2637
void ImGuiTextFilter::Build()
2638
0
{
2639
0
    Filters.resize(0);
2640
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2641
0
    input_range.split(',', &Filters);
2642
2643
0
    CountGrep = 0;
2644
0
    for (ImGuiTextRange& f : Filters)
2645
0
    {
2646
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2647
0
            f.b++;
2648
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2649
0
            f.e--;
2650
0
        if (f.empty())
2651
0
            continue;
2652
0
        if (f.b[0] != '-')
2653
0
            CountGrep += 1;
2654
0
    }
2655
0
}
2656
2657
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2658
0
{
2659
0
    if (Filters.empty())
2660
0
        return true;
2661
2662
0
    if (text == NULL)
2663
0
        text = "";
2664
2665
0
    for (const ImGuiTextRange& f : Filters)
2666
0
    {
2667
0
        if (f.empty())
2668
0
            continue;
2669
0
        if (f.b[0] == '-')
2670
0
        {
2671
            // Subtract
2672
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2673
0
                return false;
2674
0
        }
2675
0
        else
2676
0
        {
2677
            // Grep
2678
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2679
0
                return true;
2680
0
        }
2681
0
    }
2682
2683
    // Implicit * grep
2684
0
    if (CountGrep == 0)
2685
0
        return true;
2686
2687
0
    return false;
2688
0
}
2689
2690
//-----------------------------------------------------------------------------
2691
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2692
//-----------------------------------------------------------------------------
2693
2694
// On some platform vsnprintf() takes va_list by reference and modifies it.
2695
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2696
#ifndef va_copy
2697
#if defined(__GNUC__) || defined(__clang__)
2698
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2699
#else
2700
#define va_copy(dest, src) (dest = src)
2701
#endif
2702
#endif
2703
2704
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2705
2706
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2707
0
{
2708
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2709
2710
    // Add zero-terminator the first time
2711
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2712
0
    const int needed_sz = write_off + len;
2713
0
    if (write_off + len >= Buf.Capacity)
2714
0
    {
2715
0
        int new_capacity = Buf.Capacity * 2;
2716
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2717
0
    }
2718
2719
0
    Buf.resize(needed_sz);
2720
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2721
0
    Buf[write_off - 1 + len] = 0;
2722
0
}
2723
2724
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2725
0
{
2726
0
    va_list args;
2727
0
    va_start(args, fmt);
2728
0
    appendfv(fmt, args);
2729
0
    va_end(args);
2730
0
}
2731
2732
// Helper: Text buffer for logging/accumulating text
2733
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2734
0
{
2735
0
    va_list args_copy;
2736
0
    va_copy(args_copy, args);
2737
2738
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2739
0
    if (len <= 0)
2740
0
    {
2741
0
        va_end(args_copy);
2742
0
        return;
2743
0
    }
2744
2745
    // Add zero-terminator the first time
2746
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2747
0
    const int needed_sz = write_off + len;
2748
0
    if (write_off + len >= Buf.Capacity)
2749
0
    {
2750
0
        int new_capacity = Buf.Capacity * 2;
2751
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2752
0
    }
2753
2754
0
    Buf.resize(needed_sz);
2755
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2756
0
    va_end(args_copy);
2757
0
}
2758
2759
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2760
0
{
2761
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2762
0
    if (old_size == new_size)
2763
0
        return;
2764
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2765
0
        LineOffsets.push_back(EndOffset);
2766
0
    const char* base_end = base + new_size;
2767
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2768
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2769
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2770
0
    EndOffset = ImMax(EndOffset, new_size);
2771
0
}
2772
2773
//-----------------------------------------------------------------------------
2774
// [SECTION] ImGuiListClipper
2775
//-----------------------------------------------------------------------------
2776
2777
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2778
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2779
static bool GetSkipItemForListClipping()
2780
0
{
2781
0
    ImGuiContext& g = *GImGui;
2782
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2783
0
}
2784
2785
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2786
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2787
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2788
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2789
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2790
{
2791
    ImGuiContext& g = *GImGui;
2792
    ImGuiWindow* window = g.CurrentWindow;
2793
    if (g.LogEnabled)
2794
    {
2795
        // If logging is active, do not perform any clipping
2796
        *out_items_display_start = 0;
2797
        *out_items_display_end = items_count;
2798
        return;
2799
    }
2800
    if (GetSkipItemForListClipping())
2801
    {
2802
        *out_items_display_start = *out_items_display_end = 0;
2803
        return;
2804
    }
2805
2806
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2807
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2808
    ImRect rect = window->ClipRect;
2809
    if (g.NavMoveScoringItems)
2810
        rect.Add(g.NavScoringNoClipRect);
2811
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2812
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2813
2814
    const ImVec2 pos = window->DC.CursorPos;
2815
    int start = (int)((rect.Min.y - pos.y) / items_height);
2816
    int end = (int)((rect.Max.y - pos.y) / items_height);
2817
2818
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2819
    // FIXME: Verify this works with tabbing
2820
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2821
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2822
        start--;
2823
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2824
        end++;
2825
2826
    start = ImClamp(start, 0, items_count);
2827
    end = ImClamp(end + 1, start, items_count);
2828
    *out_items_display_start = start;
2829
    *out_items_display_end = end;
2830
}
2831
#endif
2832
2833
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2834
0
{
2835
0
    if (ranges.Size - offset <= 1)
2836
0
        return;
2837
2838
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2839
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2840
0
        for (int i = offset; i < sort_end + offset; ++i)
2841
0
            if (ranges[i].Min > ranges[i + 1].Min)
2842
0
                ImSwap(ranges[i], ranges[i + 1]);
2843
2844
    // Now fuse ranges together as much as possible.
2845
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2846
0
    {
2847
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2848
0
        if (ranges[i - 1].Max < ranges[i].Min)
2849
0
            continue;
2850
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2851
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2852
0
        ranges.erase(ranges.Data + i);
2853
0
        i--;
2854
0
    }
2855
0
}
2856
2857
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2858
0
{
2859
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2860
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2861
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2862
0
    ImGuiContext& g = *GImGui;
2863
0
    ImGuiWindow* window = g.CurrentWindow;
2864
0
    float off_y = pos_y - window->DC.CursorPos.y;
2865
0
    window->DC.CursorPos.y = pos_y;
2866
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2867
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2868
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2869
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2870
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2871
0
    if (ImGuiTable* table = g.CurrentTable)
2872
0
    {
2873
0
        if (table->IsInsideRow)
2874
0
            ImGui::TableEndRow(table);
2875
0
        table->RowPosY2 = window->DC.CursorPos.y;
2876
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2877
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2878
0
        table->RowBgColorCounter += row_increase;
2879
0
    }
2880
0
}
2881
2882
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2883
0
{
2884
    // StartPosY starts from ItemsFrozen hence the subtraction
2885
    // Perform the add and multiply with double to allow seeking through larger ranges
2886
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2887
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2888
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2889
0
}
2890
2891
ImGuiListClipper::ImGuiListClipper()
2892
0
{
2893
0
    memset(this, 0, sizeof(*this));
2894
0
}
2895
2896
ImGuiListClipper::~ImGuiListClipper()
2897
0
{
2898
0
    End();
2899
0
}
2900
2901
void ImGuiListClipper::Begin(int items_count, float items_height)
2902
0
{
2903
0
    if (Ctx == NULL)
2904
0
        Ctx = ImGui::GetCurrentContext();
2905
2906
0
    ImGuiContext& g = *Ctx;
2907
0
    ImGuiWindow* window = g.CurrentWindow;
2908
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2909
2910
0
    if (ImGuiTable* table = g.CurrentTable)
2911
0
        if (table->IsInsideRow)
2912
0
            ImGui::TableEndRow(table);
2913
2914
0
    StartPosY = window->DC.CursorPos.y;
2915
0
    ItemsHeight = items_height;
2916
0
    ItemsCount = items_count;
2917
0
    DisplayStart = -1;
2918
0
    DisplayEnd = 0;
2919
2920
    // Acquire temporary buffer
2921
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2922
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2923
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2924
0
    data->Reset(this);
2925
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2926
0
    TempData = data;
2927
0
}
2928
2929
void ImGuiListClipper::End()
2930
0
{
2931
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2932
0
    {
2933
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2934
0
        ImGuiContext& g = *Ctx;
2935
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2936
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2937
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2938
2939
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2940
0
        IM_ASSERT(data->ListClipper == this);
2941
0
        data->StepNo = data->Ranges.Size;
2942
0
        if (--g.ClipperTempDataStacked > 0)
2943
0
        {
2944
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2945
0
            data->ListClipper->TempData = data;
2946
0
        }
2947
0
        TempData = NULL;
2948
0
    }
2949
0
    ItemsCount = -1;
2950
0
}
2951
2952
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2953
0
{
2954
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2955
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2956
0
    IM_ASSERT(item_begin <= item_end);
2957
0
    if (item_begin < item_end)
2958
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2959
0
}
2960
2961
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2962
0
{
2963
0
    ImGuiContext& g = *clipper->Ctx;
2964
0
    ImGuiWindow* window = g.CurrentWindow;
2965
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2966
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2967
2968
0
    ImGuiTable* table = g.CurrentTable;
2969
0
    if (table && table->IsInsideRow)
2970
0
        ImGui::TableEndRow(table);
2971
2972
    // No items
2973
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2974
0
        return false;
2975
2976
    // While we are in frozen row state, keep displaying items one by one, unclipped
2977
    // FIXME: Could be stored as a table-agnostic state.
2978
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2979
0
    {
2980
0
        clipper->DisplayStart = data->ItemsFrozen;
2981
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2982
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2983
0
            data->ItemsFrozen++;
2984
0
        return true;
2985
0
    }
2986
2987
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2988
0
    bool calc_clipping = false;
2989
0
    if (data->StepNo == 0)
2990
0
    {
2991
0
        clipper->StartPosY = window->DC.CursorPos.y;
2992
0
        if (clipper->ItemsHeight <= 0.0f)
2993
0
        {
2994
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2995
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2996
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2997
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2998
0
            data->StepNo = 1;
2999
0
            return true;
3000
0
        }
3001
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
3002
0
    }
3003
3004
    // Step 1: Let the clipper infer height from first range
3005
0
    if (clipper->ItemsHeight <= 0.0f)
3006
0
    {
3007
0
        IM_ASSERT(data->StepNo == 1);
3008
0
        if (table)
3009
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3010
3011
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3012
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3013
0
        if (affected_by_floating_point_precision)
3014
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3015
3016
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3017
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3018
0
    }
3019
3020
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3021
0
    const int already_submitted = clipper->DisplayEnd;
3022
0
    if (calc_clipping)
3023
0
    {
3024
0
        if (g.LogEnabled)
3025
0
        {
3026
            // If logging is active, do not perform any clipping
3027
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3028
0
        }
3029
0
        else
3030
0
        {
3031
            // Add range selected to be included for navigation
3032
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3033
0
            if (is_nav_request)
3034
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3035
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3036
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3037
3038
            // Add focused/active item
3039
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3040
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3041
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3042
3043
            // Add visible range
3044
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3045
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3046
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3047
0
        }
3048
3049
        // Convert position ranges to item index ranges
3050
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3051
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3052
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3053
0
        for (ImGuiListClipperRange& range : data->Ranges)
3054
0
            if (range.PosToIndexConvert)
3055
0
            {
3056
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3057
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3058
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3059
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3060
0
                range.PosToIndexConvert = false;
3061
0
            }
3062
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3063
0
    }
3064
3065
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3066
0
    while (data->StepNo < data->Ranges.Size)
3067
0
    {
3068
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3069
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3070
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3071
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3072
0
        data->StepNo++;
3073
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3074
0
            continue;
3075
0
        return true;
3076
0
    }
3077
3078
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3079
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3080
0
    if (clipper->ItemsCount < INT_MAX)
3081
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3082
3083
0
    return false;
3084
0
}
3085
3086
bool ImGuiListClipper::Step()
3087
0
{
3088
0
    ImGuiContext& g = *Ctx;
3089
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3090
0
    bool ret = ImGuiListClipper_StepInternal(this);
3091
0
    if (ret && (DisplayStart == DisplayEnd))
3092
0
        ret = false;
3093
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3094
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3095
0
    if (need_items_height && ItemsHeight > 0.0f)
3096
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3097
0
    if (ret)
3098
0
    {
3099
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3100
0
    }
3101
0
    else
3102
0
    {
3103
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3104
0
        End();
3105
0
    }
3106
0
    return ret;
3107
0
}
3108
3109
//-----------------------------------------------------------------------------
3110
// [SECTION] STYLING
3111
//-----------------------------------------------------------------------------
3112
3113
ImGuiStyle& ImGui::GetStyle()
3114
111k
{
3115
111k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3116
111k
    return GImGui->Style;
3117
111k
}
3118
3119
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3120
757k
{
3121
757k
    ImGuiStyle& style = GImGui->Style;
3122
757k
    ImVec4 c = style.Colors[idx];
3123
757k
    c.w *= style.Alpha * alpha_mul;
3124
757k
    return ColorConvertFloat4ToU32(c);
3125
757k
}
3126
3127
ImU32 ImGui::GetColorU32(const ImVec4& col)
3128
0
{
3129
0
    ImGuiStyle& style = GImGui->Style;
3130
0
    ImVec4 c = col;
3131
0
    c.w *= style.Alpha;
3132
0
    return ColorConvertFloat4ToU32(c);
3133
0
}
3134
3135
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3136
0
{
3137
0
    ImGuiStyle& style = GImGui->Style;
3138
0
    return style.Colors[idx];
3139
0
}
3140
3141
ImU32 ImGui::GetColorU32(ImU32 col)
3142
0
{
3143
0
    ImGuiStyle& style = GImGui->Style;
3144
0
    if (style.Alpha >= 1.0f)
3145
0
        return col;
3146
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3147
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3148
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3149
0
}
3150
3151
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3152
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3153
0
{
3154
0
    ImGuiContext& g = *GImGui;
3155
0
    ImGuiColorMod backup;
3156
0
    backup.Col = idx;
3157
0
    backup.BackupValue = g.Style.Colors[idx];
3158
0
    g.ColorStack.push_back(backup);
3159
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3160
0
}
3161
3162
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3163
54.2k
{
3164
54.2k
    ImGuiContext& g = *GImGui;
3165
54.2k
    ImGuiColorMod backup;
3166
54.2k
    backup.Col = idx;
3167
54.2k
    backup.BackupValue = g.Style.Colors[idx];
3168
54.2k
    g.ColorStack.push_back(backup);
3169
54.2k
    g.Style.Colors[idx] = col;
3170
54.2k
}
3171
3172
void ImGui::PopStyleColor(int count)
3173
54.2k
{
3174
54.2k
    ImGuiContext& g = *GImGui;
3175
54.2k
    if (g.ColorStack.Size < count)
3176
0
    {
3177
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3178
0
        count = g.ColorStack.Size;
3179
0
    }
3180
108k
    while (count > 0)
3181
54.2k
    {
3182
54.2k
        ImGuiColorMod& backup = g.ColorStack.back();
3183
54.2k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3184
54.2k
        g.ColorStack.pop_back();
3185
54.2k
        count--;
3186
54.2k
    }
3187
54.2k
}
3188
3189
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3190
{
3191
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3192
};
3193
3194
static const ImGuiDataVarInfo GStyleVarInfo[] =
3195
{
3196
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3197
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3198
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3199
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3200
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3201
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3202
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3203
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3204
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3205
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3206
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3207
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3208
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3209
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3210
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3211
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3212
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3213
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3214
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3215
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3216
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3217
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3218
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3219
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3220
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3221
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3222
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3223
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3224
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3225
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3226
};
3227
3228
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3229
108k
{
3230
108k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3231
108k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3232
108k
    return &GStyleVarInfo[idx];
3233
108k
}
3234
3235
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3236
0
{
3237
0
    ImGuiContext& g = *GImGui;
3238
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3239
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3240
0
    {
3241
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3242
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3243
0
        *pvar = val;
3244
0
        return;
3245
0
    }
3246
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3247
0
}
3248
3249
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3250
54.2k
{
3251
54.2k
    ImGuiContext& g = *GImGui;
3252
54.2k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3253
54.2k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3254
54.2k
    {
3255
54.2k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3256
54.2k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3257
54.2k
        *pvar = val;
3258
54.2k
        return;
3259
54.2k
    }
3260
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3261
0
}
3262
3263
void ImGui::PopStyleVar(int count)
3264
54.2k
{
3265
54.2k
    ImGuiContext& g = *GImGui;
3266
54.2k
    if (g.StyleVarStack.Size < count)
3267
0
    {
3268
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3269
0
        count = g.StyleVarStack.Size;
3270
0
    }
3271
108k
    while (count > 0)
3272
54.2k
    {
3273
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3274
54.2k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3275
54.2k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3276
54.2k
        void* data = info->GetVarPtr(&g.Style);
3277
54.2k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3278
54.2k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3279
54.2k
        g.StyleVarStack.pop_back();
3280
54.2k
        count--;
3281
54.2k
    }
3282
54.2k
}
3283
3284
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3285
0
{
3286
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3287
0
    switch (idx)
3288
0
    {
3289
0
    case ImGuiCol_Text: return "Text";
3290
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3291
0
    case ImGuiCol_WindowBg: return "WindowBg";
3292
0
    case ImGuiCol_ChildBg: return "ChildBg";
3293
0
    case ImGuiCol_PopupBg: return "PopupBg";
3294
0
    case ImGuiCol_Border: return "Border";
3295
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3296
0
    case ImGuiCol_FrameBg: return "FrameBg";
3297
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3298
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3299
0
    case ImGuiCol_TitleBg: return "TitleBg";
3300
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3301
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3302
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3303
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3304
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3305
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3306
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3307
0
    case ImGuiCol_CheckMark: return "CheckMark";
3308
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3309
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3310
0
    case ImGuiCol_Button: return "Button";
3311
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3312
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3313
0
    case ImGuiCol_Header: return "Header";
3314
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3315
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3316
0
    case ImGuiCol_Separator: return "Separator";
3317
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3318
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3319
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3320
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3321
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3322
0
    case ImGuiCol_Tab: return "Tab";
3323
0
    case ImGuiCol_TabHovered: return "TabHovered";
3324
0
    case ImGuiCol_TabActive: return "TabActive";
3325
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3326
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3327
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3328
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3329
0
    case ImGuiCol_PlotLines: return "PlotLines";
3330
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3331
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3332
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3333
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3334
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3335
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3336
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3337
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3338
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3339
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3340
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3341
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3342
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3343
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3344
0
    }
3345
0
    IM_ASSERT(0);
3346
0
    return "Unknown";
3347
0
}
3348
3349
3350
//-----------------------------------------------------------------------------
3351
// [SECTION] RENDER HELPERS
3352
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3353
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3354
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3355
//-----------------------------------------------------------------------------
3356
3357
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3358
216k
{
3359
216k
    const char* text_display_end = text;
3360
216k
    if (!text_end)
3361
216k
        text_end = (const char*)-1;
3362
3363
1.95M
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3364
1.73M
        text_display_end++;
3365
216k
    return text_display_end;
3366
216k
}
3367
3368
// Internal ImGui functions to render text
3369
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3370
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3371
0
{
3372
0
    ImGuiContext& g = *GImGui;
3373
0
    ImGuiWindow* window = g.CurrentWindow;
3374
3375
    // Hide anything after a '##' string
3376
0
    const char* text_display_end;
3377
0
    if (hide_text_after_hash)
3378
0
    {
3379
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3380
0
    }
3381
0
    else
3382
0
    {
3383
0
        if (!text_end)
3384
0
            text_end = text + strlen(text); // FIXME-OPT
3385
0
        text_display_end = text_end;
3386
0
    }
3387
3388
0
    if (text != text_display_end)
3389
0
    {
3390
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3391
0
        if (g.LogEnabled)
3392
0
            LogRenderedText(&pos, text, text_display_end);
3393
0
    }
3394
0
}
3395
3396
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3397
0
{
3398
0
    ImGuiContext& g = *GImGui;
3399
0
    ImGuiWindow* window = g.CurrentWindow;
3400
3401
0
    if (!text_end)
3402
0
        text_end = text + strlen(text); // FIXME-OPT
3403
3404
0
    if (text != text_end)
3405
0
    {
3406
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3407
0
        if (g.LogEnabled)
3408
0
            LogRenderedText(&pos, text, text_end);
3409
0
    }
3410
0
}
3411
3412
// Default clip_rect uses (pos_min,pos_max)
3413
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3414
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3415
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3416
// better advantage of the render function taking size into account for coarse clipping.
3417
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3418
108k
{
3419
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3420
108k
    ImVec2 pos = pos_min;
3421
108k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3422
3423
108k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3424
108k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3425
108k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3426
108k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3427
108k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3428
3429
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3430
108k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3431
108k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3432
3433
    // Render
3434
108k
    if (need_clipping)
3435
54.2k
    {
3436
54.2k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3437
54.2k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3438
54.2k
    }
3439
54.2k
    else
3440
54.2k
    {
3441
54.2k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3442
54.2k
    }
3443
108k
}
3444
3445
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3446
108k
{
3447
    // Hide anything after a '##' string
3448
108k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3449
108k
    const int text_len = (int)(text_display_end - text);
3450
108k
    if (text_len == 0)
3451
0
        return;
3452
3453
108k
    ImGuiContext& g = *GImGui;
3454
108k
    ImGuiWindow* window = g.CurrentWindow;
3455
108k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3456
108k
    if (g.LogEnabled)
3457
0
        LogRenderedText(&pos_min, text, text_display_end);
3458
108k
}
3459
3460
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3461
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3462
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3463
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3464
0
{
3465
0
    ImGuiContext& g = *GImGui;
3466
0
    if (text_end_full == NULL)
3467
0
        text_end_full = FindRenderedTextEnd(text);
3468
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3469
3470
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3471
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3472
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3473
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3474
0
    if (text_size.x > pos_max.x - pos_min.x)
3475
0
    {
3476
        // Hello wo...
3477
        // |       |   |
3478
        // min   max   ellipsis_max
3479
        //          <-> this is generally some padding value
3480
3481
0
        const ImFont* font = draw_list->_Data->Font;
3482
0
        const float font_size = draw_list->_Data->FontSize;
3483
0
        const float font_scale = font_size / font->FontSize;
3484
0
        const char* text_end_ellipsis = NULL;
3485
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3486
3487
        // We can now claim the space between pos_max.x and ellipsis_max.x
3488
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3489
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3490
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3491
0
        {
3492
            // Always display at least 1 character if there's no room for character + ellipsis
3493
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3494
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3495
0
        }
3496
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3497
0
        {
3498
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3499
0
            text_end_ellipsis--;
3500
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3501
0
        }
3502
3503
        // Render text, render ellipsis
3504
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3505
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3506
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3507
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3508
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3509
0
    }
3510
0
    else
3511
0
    {
3512
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3513
0
    }
3514
3515
0
    if (g.LogEnabled)
3516
0
        LogRenderedText(&pos_min, text, text_end_full);
3517
0
}
3518
3519
// Render a rectangle shaped with optional rounding and borders
3520
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3521
29.4k
{
3522
29.4k
    ImGuiContext& g = *GImGui;
3523
29.4k
    ImGuiWindow* window = g.CurrentWindow;
3524
29.4k
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3525
29.4k
    const float border_size = g.Style.FrameBorderSize;
3526
29.4k
    if (border && border_size > 0.0f)
3527
29.4k
    {
3528
29.4k
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3529
29.4k
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3530
29.4k
    }
3531
29.4k
}
3532
3533
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3534
0
{
3535
0
    ImGuiContext& g = *GImGui;
3536
0
    ImGuiWindow* window = g.CurrentWindow;
3537
0
    const float border_size = g.Style.FrameBorderSize;
3538
0
    if (border_size > 0.0f)
3539
0
    {
3540
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3541
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3542
0
    }
3543
0
}
3544
3545
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3546
37.4k
{
3547
37.4k
    ImGuiContext& g = *GImGui;
3548
37.4k
    if (id != g.NavId)
3549
19.8k
        return;
3550
17.6k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3551
1.14k
        return;
3552
16.4k
    ImGuiWindow* window = g.CurrentWindow;
3553
16.4k
    if (window->DC.NavHideHighlightOneFrame)
3554
0
        return;
3555
3556
16.4k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3557
16.4k
    ImRect display_rect = bb;
3558
16.4k
    display_rect.ClipWith(window->ClipRect);
3559
16.4k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3560
3.12k
    {
3561
3.12k
        const float THICKNESS = 2.0f;
3562
3.12k
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3563
3.12k
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3564
3.12k
        bool fully_visible = window->ClipRect.Contains(display_rect);
3565
3.12k
        if (!fully_visible)
3566
1.57k
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3567
3.12k
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3568
3.12k
        if (!fully_visible)
3569
1.57k
            window->DrawList->PopClipRect();
3570
3.12k
    }
3571
16.4k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3572
13.3k
    {
3573
13.3k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3574
13.3k
    }
3575
16.4k
}
3576
3577
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3578
0
{
3579
0
    ImGuiContext& g = *GImGui;
3580
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3581
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3582
0
    for (ImGuiViewportP* viewport : g.Viewports)
3583
0
    {
3584
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3585
0
        ImVec2 offset, size, uv[4];
3586
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3587
0
            continue;
3588
0
        const ImVec2 pos = base_pos - offset;
3589
0
        const float scale = base_scale * viewport->DpiScale;
3590
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3591
0
            continue;
3592
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3593
0
        ImTextureID tex_id = font_atlas->TexID;
3594
0
        draw_list->PushTextureID(tex_id);
3595
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3596
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3597
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3598
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3599
0
        draw_list->PopTextureID();
3600
0
    }
3601
0
}
3602
3603
//-----------------------------------------------------------------------------
3604
// [SECTION] INITIALIZATION, SHUTDOWN
3605
//-----------------------------------------------------------------------------
3606
3607
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3608
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3609
ImGuiContext* ImGui::GetCurrentContext()
3610
3
{
3611
3
    return GImGui;
3612
3
}
3613
3614
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3615
3
{
3616
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3617
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3618
#else
3619
3
    GImGui = ctx;
3620
3
#endif
3621
3
}
3622
3623
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3624
0
{
3625
0
    GImAllocatorAllocFunc = alloc_func;
3626
0
    GImAllocatorFreeFunc = free_func;
3627
0
    GImAllocatorUserData = user_data;
3628
0
}
3629
3630
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3631
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3632
0
{
3633
0
    *p_alloc_func = GImAllocatorAllocFunc;
3634
0
    *p_free_func = GImAllocatorFreeFunc;
3635
0
    *p_user_data = GImAllocatorUserData;
3636
0
}
3637
3638
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3639
3
{
3640
3
    ImGuiContext* prev_ctx = GetCurrentContext();
3641
3
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3642
3
    SetCurrentContext(ctx);
3643
3
    Initialize();
3644
3
    if (prev_ctx != NULL)
3645
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3646
3
    return ctx;
3647
3
}
3648
3649
void ImGui::DestroyContext(ImGuiContext* ctx)
3650
0
{
3651
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3652
0
    if (ctx == NULL) //-V1051
3653
0
        ctx = prev_ctx;
3654
0
    SetCurrentContext(ctx);
3655
0
    Shutdown();
3656
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3657
0
    IM_DELETE(ctx);
3658
0
}
3659
3660
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3661
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3662
{
3663
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3664
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3665
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3666
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3667
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3668
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3669
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3670
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3671
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3672
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3673
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3674
};
3675
3676
void ImGui::Initialize()
3677
3
{
3678
3
    ImGuiContext& g = *GImGui;
3679
3
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3680
3681
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3682
3
    {
3683
3
        ImGuiSettingsHandler ini_handler;
3684
3
        ini_handler.TypeName = "Window";
3685
3
        ini_handler.TypeHash = ImHashStr("Window");
3686
3
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3687
3
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3688
3
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3689
3
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3690
3
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3691
3
        AddSettingsHandler(&ini_handler);
3692
3
    }
3693
3
    TableSettingsAddSettingsHandler();
3694
3695
    // Setup default localization table
3696
3
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3697
3698
    // Setup default platform clipboard/IME handlers.
3699
3
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3700
3
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3701
3
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3702
3
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3703
3704
    // Create default viewport
3705
3
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3706
3
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3707
3
    viewport->Idx = 0;
3708
3
    viewport->PlatformWindowCreated = true;
3709
3
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3710
3
    g.Viewports.push_back(viewport);
3711
3
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3712
3
    g.ViewportCreatedCount++;
3713
3
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3714
3715
3
#ifdef IMGUI_HAS_DOCK
3716
    // Initialize Docking
3717
3
    DockContextInitialize(&g);
3718
3
#endif
3719
3720
3
    g.Initialized = true;
3721
3
}
3722
3723
// This function is merely here to free heap allocations.
3724
void ImGui::Shutdown()
3725
0
{
3726
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3727
0
    ImGuiContext& g = *GImGui;
3728
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3729
0
    {
3730
0
        g.IO.Fonts->Locked = false;
3731
0
        IM_DELETE(g.IO.Fonts);
3732
0
    }
3733
0
    g.IO.Fonts = NULL;
3734
0
    g.DrawListSharedData.TempBuffer.clear();
3735
3736
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3737
0
    if (!g.Initialized)
3738
0
        return;
3739
3740
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3741
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3742
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3743
3744
    // Destroy platform windows
3745
0
    DestroyPlatformWindows();
3746
3747
    // Shutdown extensions
3748
0
    DockContextShutdown(&g);
3749
3750
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3751
3752
    // Clear everything else
3753
0
    g.Windows.clear_delete();
3754
0
    g.WindowsFocusOrder.clear();
3755
0
    g.WindowsTempSortBuffer.clear();
3756
0
    g.CurrentWindow = NULL;
3757
0
    g.CurrentWindowStack.clear();
3758
0
    g.WindowsById.Clear();
3759
0
    g.NavWindow = NULL;
3760
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3761
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3762
0
    g.MovingWindow = NULL;
3763
3764
0
    g.KeysRoutingTable.Clear();
3765
3766
0
    g.ColorStack.clear();
3767
0
    g.StyleVarStack.clear();
3768
0
    g.FontStack.clear();
3769
0
    g.OpenPopupStack.clear();
3770
0
    g.BeginPopupStack.clear();
3771
0
    g.NavTreeNodeStack.clear();
3772
3773
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3774
0
    g.Viewports.clear_delete();
3775
3776
0
    g.TabBars.Clear();
3777
0
    g.CurrentTabBarStack.clear();
3778
0
    g.ShrinkWidthBuffer.clear();
3779
3780
0
    g.ClipperTempData.clear_destruct();
3781
3782
0
    g.Tables.Clear();
3783
0
    g.TablesTempData.clear_destruct();
3784
0
    g.DrawChannelsTempMergeBuffer.clear();
3785
3786
0
    g.ClipboardHandlerData.clear();
3787
0
    g.MenusIdSubmittedThisFrame.clear();
3788
0
    g.InputTextState.ClearFreeMemory();
3789
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3790
3791
0
    g.SettingsWindows.clear();
3792
0
    g.SettingsHandlers.clear();
3793
3794
0
    if (g.LogFile)
3795
0
    {
3796
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3797
0
        if (g.LogFile != stdout)
3798
0
#endif
3799
0
            ImFileClose(g.LogFile);
3800
0
        g.LogFile = NULL;
3801
0
    }
3802
0
    g.LogBuffer.clear();
3803
0
    g.DebugLogBuf.clear();
3804
0
    g.DebugLogIndex.clear();
3805
3806
0
    g.Initialized = false;
3807
0
}
3808
3809
// No specific ordering/dependency support, will see as needed
3810
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3811
0
{
3812
0
    ImGuiContext& g = *ctx;
3813
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3814
0
    g.Hooks.push_back(*hook);
3815
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3816
0
    return g.HookIdNext;
3817
0
}
3818
3819
// Deferred removal, avoiding issue with changing vector while iterating it
3820
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3821
0
{
3822
0
    ImGuiContext& g = *ctx;
3823
0
    IM_ASSERT(hook_id != 0);
3824
0
    for (ImGuiContextHook& hook : g.Hooks)
3825
0
        if (hook.HookId == hook_id)
3826
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3827
0
}
3828
3829
// Call context hooks (used by e.g. test engine)
3830
// We assume a small number of hooks so all stored in same array
3831
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3832
325k
{
3833
325k
    ImGuiContext& g = *ctx;
3834
325k
    for (ImGuiContextHook& hook : g.Hooks)
3835
0
        if (hook.Type == hook_type)
3836
0
            hook.Callback(&g, &hook);
3837
325k
}
3838
3839
3840
//-----------------------------------------------------------------------------
3841
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3842
//-----------------------------------------------------------------------------
3843
3844
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3845
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3846
9
{
3847
9
    memset(this, 0, sizeof(*this));
3848
9
    Ctx = ctx;
3849
9
    Name = ImStrdup(name);
3850
9
    NameBufLen = (int)strlen(name) + 1;
3851
9
    ID = ImHashStr(name);
3852
9
    IDStack.push_back(ID);
3853
9
    ViewportAllowPlatformMonitorExtend = -1;
3854
9
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3855
9
    MoveId = GetID("#MOVE");
3856
9
    TabId = GetID("#TAB");
3857
9
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3858
9
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3859
9
    AutoFitFramesX = AutoFitFramesY = -1;
3860
9
    AutoPosLastDirection = ImGuiDir_None;
3861
9
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3862
9
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3863
9
    LastFrameActive = -1;
3864
9
    LastFrameJustFocused = -1;
3865
9
    LastTimeActive = -1.0f;
3866
9
    FontWindowScale = FontDpiScale = 1.0f;
3867
9
    SettingsOffset = -1;
3868
9
    DockOrder = -1;
3869
9
    DrawList = &DrawListInst;
3870
9
    DrawList->_Data = &Ctx->DrawListSharedData;
3871
9
    DrawList->_OwnerName = Name;
3872
9
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3873
9
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3874
9
}
3875
3876
ImGuiWindow::~ImGuiWindow()
3877
0
{
3878
0
    IM_ASSERT(DrawList == &DrawListInst);
3879
0
    IM_DELETE(Name);
3880
0
    ColumnsStorage.clear_destruct();
3881
0
}
3882
3883
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3884
208k
{
3885
208k
    ImGuiID seed = IDStack.back();
3886
208k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3887
208k
    ImGuiContext& g = *Ctx;
3888
208k
    if (g.DebugHookIdInfo == id)
3889
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3890
208k
    return id;
3891
208k
}
3892
3893
ImGuiID ImGuiWindow::GetID(const void* ptr)
3894
0
{
3895
0
    ImGuiID seed = IDStack.back();
3896
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3897
0
    ImGuiContext& g = *Ctx;
3898
0
    if (g.DebugHookIdInfo == id)
3899
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3900
0
    return id;
3901
0
}
3902
3903
ImGuiID ImGuiWindow::GetID(int n)
3904
24.8k
{
3905
24.8k
    ImGuiID seed = IDStack.back();
3906
24.8k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3907
24.8k
    ImGuiContext& g = *Ctx;
3908
24.8k
    if (g.DebugHookIdInfo == id)
3909
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3910
24.8k
    return id;
3911
24.8k
}
3912
3913
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3914
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3915
0
{
3916
0
    ImGuiID seed = IDStack.back();
3917
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3918
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3919
0
    return id;
3920
0
}
3921
3922
static void SetCurrentWindow(ImGuiWindow* window)
3923
266k
{
3924
266k
    ImGuiContext& g = *GImGui;
3925
266k
    g.CurrentWindow = window;
3926
266k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3927
266k
    if (window)
3928
212k
    {
3929
212k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3930
212k
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3931
212k
    }
3932
266k
}
3933
3934
void ImGui::GcCompactTransientMiscBuffers()
3935
0
{
3936
0
    ImGuiContext& g = *GImGui;
3937
0
    g.ItemFlagsStack.clear();
3938
0
    g.GroupStack.clear();
3939
0
    TableGcCompactSettings();
3940
0
}
3941
3942
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3943
// Not freed:
3944
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3945
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3946
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3947
1
{
3948
1
    window->MemoryCompacted = true;
3949
1
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3950
1
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3951
1
    window->IDStack.clear();
3952
1
    window->DrawList->_ClearFreeMemory();
3953
1
    window->DC.ChildWindows.clear();
3954
1
    window->DC.ItemWidthStack.clear();
3955
1
    window->DC.TextWrapPosStack.clear();
3956
1
}
3957
3958
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3959
0
{
3960
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3961
    // The other buffers tends to amortize much faster.
3962
0
    window->MemoryCompacted = false;
3963
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3964
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3965
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3966
0
}
3967
3968
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3969
771
{
3970
771
    ImGuiContext& g = *GImGui;
3971
3972
    // Clear previous active id
3973
771
    if (g.ActiveId != 0)
3974
121
    {
3975
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3976
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3977
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3978
121
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3979
0
        {
3980
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3981
0
            g.MovingWindow = NULL;
3982
0
        }
3983
3984
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3985
        // but since this is currently quite an exception we'll leave it as is.
3986
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3987
121
        if (g.InputTextState.ID == g.ActiveId)
3988
0
            InputTextDeactivateHook(g.ActiveId);
3989
121
    }
3990
3991
    // Set active id
3992
771
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3993
771
    if (g.ActiveIdIsJustActivated)
3994
237
    {
3995
237
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3996
237
        g.ActiveIdTimer = 0.0f;
3997
237
        g.ActiveIdHasBeenPressedBefore = false;
3998
237
        g.ActiveIdHasBeenEditedBefore = false;
3999
237
        g.ActiveIdMouseButton = -1;
4000
237
        if (id != 0)
4001
121
        {
4002
121
            g.LastActiveId = id;
4003
121
            g.LastActiveIdTimer = 0.0f;
4004
121
        }
4005
237
    }
4006
771
    g.ActiveId = id;
4007
771
    g.ActiveIdAllowOverlap = false;
4008
771
    g.ActiveIdNoClearOnFocusLoss = false;
4009
771
    g.ActiveIdWindow = window;
4010
771
    g.ActiveIdHasBeenEditedThisFrame = false;
4011
771
    if (id)
4012
121
    {
4013
121
        g.ActiveIdIsAlive = id;
4014
121
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4015
121
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4016
121
    }
4017
4018
    // Clear declaration of inputs claimed by the widget
4019
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4020
771
    g.ActiveIdUsingNavDirMask = 0x00;
4021
771
    g.ActiveIdUsingAllKeyboardKeys = false;
4022
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4023
    g.ActiveIdUsingNavInputMask = 0x00;
4024
#endif
4025
771
}
4026
4027
void ImGui::ClearActiveID()
4028
650
{
4029
650
    SetActiveID(0, NULL); // g.ActiveId = 0;
4030
650
}
4031
4032
void ImGui::SetHoveredID(ImGuiID id)
4033
754
{
4034
754
    ImGuiContext& g = *GImGui;
4035
754
    g.HoveredId = id;
4036
754
    g.HoveredIdAllowOverlap = false;
4037
754
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4038
92
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4039
754
}
4040
4041
ImGuiID ImGui::GetHoveredID()
4042
0
{
4043
0
    ImGuiContext& g = *GImGui;
4044
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4045
0
}
4046
4047
// This is called by ItemAdd().
4048
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4049
void ImGui::KeepAliveID(ImGuiID id)
4050
170k
{
4051
170k
    ImGuiContext& g = *GImGui;
4052
170k
    if (g.ActiveId == id)
4053
475
        g.ActiveIdIsAlive = id;
4054
170k
    if (g.ActiveIdPreviousFrame == id)
4055
470
        g.ActiveIdPreviousFrameIsAlive = true;
4056
170k
}
4057
4058
void ImGui::MarkItemEdited(ImGuiID id)
4059
0
{
4060
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4061
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4062
0
    ImGuiContext& g = *GImGui;
4063
0
    if (g.LockMarkEdited > 0)
4064
0
        return;
4065
0
    if (g.ActiveId == id || g.ActiveId == 0)
4066
0
    {
4067
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4068
0
        g.ActiveIdHasBeenEditedBefore = true;
4069
0
    }
4070
4071
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4072
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4073
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4074
4075
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4076
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4077
0
}
4078
4079
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4080
764
{
4081
    // An active popup disable hovering on other windows (apart from its own children)
4082
    // FIXME-OPT: This could be cached/stored within the window.
4083
764
    ImGuiContext& g = *GImGui;
4084
764
    if (g.NavWindow)
4085
599
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4086
599
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4087
0
            {
4088
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4089
                // NB: The 'else' is important because Modal windows are also Popups.
4090
0
                bool want_inhibit = false;
4091
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4092
0
                    want_inhibit = true;
4093
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4094
0
                    want_inhibit = true;
4095
4096
                // Inhibit hover unless the window is within the stack of our modal/popup
4097
0
                if (want_inhibit)
4098
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4099
0
                        return false;
4100
0
            }
4101
4102
    // Filter by viewport
4103
764
    if (window->Viewport != g.MouseViewport)
4104
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4105
0
            return false;
4106
4107
764
    return true;
4108
764
}
4109
4110
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4111
0
{
4112
0
    ImGuiContext& g = *GImGui;
4113
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4114
0
        return g.Style.HoverDelayNormal;
4115
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4116
0
        return g.Style.HoverDelayShort;
4117
0
    return 0.0f;
4118
0
}
4119
4120
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4121
0
{
4122
    // Allow instance flags to override shared flags
4123
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4124
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4125
0
    return user_flags | shared_flags;
4126
0
}
4127
4128
// This is roughly matching the behavior of internal-facing ItemHoverable()
4129
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4130
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4131
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4132
0
{
4133
0
    ImGuiContext& g = *GImGui;
4134
0
    ImGuiWindow* window = g.CurrentWindow;
4135
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4136
4137
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4138
0
    {
4139
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4140
0
            return false;
4141
0
        if (!IsItemFocused())
4142
0
            return false;
4143
4144
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4145
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4146
0
    }
4147
0
    else
4148
0
    {
4149
        // Test for bounding box overlap, as updated as ItemAdd()
4150
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4151
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4152
0
            return false;
4153
4154
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4155
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4156
4157
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4158
4159
        // Done with rectangle culling so we can perform heavier checks now
4160
        // Test if we are hovering the right window (our window could be behind another window)
4161
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4162
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4163
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4164
        // the test that has been running for a long while.
4165
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4166
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4167
0
                return false;
4168
4169
        // Test if another item is active (e.g. being dragged)
4170
0
        const ImGuiID id = g.LastItemData.ID;
4171
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4172
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4173
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4174
0
                    return false;
4175
4176
        // Test if interactions on this window are blocked by an active popup or modal.
4177
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4178
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4179
0
            return false;
4180
4181
        // Test if the item is disabled
4182
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4183
0
            return false;
4184
4185
        // Special handling for calling after Begin() which represent the title bar or tab.
4186
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4187
        // will never be overwritten so we need to detect the case.
4188
0
        if (id == window->MoveId && window->WriteAccessed)
4189
0
            return false;
4190
4191
        // Test if using AllowOverlap and overlapped
4192
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4193
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4194
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4195
0
                    return false;
4196
0
    }
4197
4198
    // Handle hover delay
4199
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4200
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4201
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4202
0
    {
4203
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4204
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4205
0
            g.HoverItemDelayTimer = 0.0f;
4206
0
        g.HoverItemDelayId = hover_delay_id;
4207
4208
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4209
        // but once unlocked on a given item we also moving.
4210
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4211
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4212
0
            return false;
4213
4214
0
        if (g.HoverItemDelayTimer < delay)
4215
0
            return false;
4216
0
    }
4217
4218
0
    return true;
4219
0
}
4220
4221
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4222
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4223
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4224
// If you used this in your legacy/custom widgets code:
4225
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4226
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4227
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4228
147k
{
4229
147k
    ImGuiContext& g = *GImGui;
4230
147k
    ImGuiWindow* window = g.CurrentWindow;
4231
147k
    if (g.HoveredWindow != window)
4232
144k
        return false;
4233
2.21k
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4234
1.44k
        return false;
4235
4236
764
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4237
0
        return false;
4238
764
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4239
10
        return false;
4240
4241
    // Done with rectangle culling so we can perform heavier checks now.
4242
754
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4243
0
    {
4244
0
        g.HoveredIdDisabled = true;
4245
0
        return false;
4246
0
    }
4247
4248
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4249
    // hover test in widgets code. We could also decide to split this function is two.
4250
754
    if (id != 0)
4251
754
    {
4252
        // Drag source doesn't report as hovered
4253
754
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4254
0
            return false;
4255
4256
754
        SetHoveredID(id);
4257
4258
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4259
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4260
754
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4261
0
        {
4262
0
            g.HoveredIdAllowOverlap = true;
4263
0
            if (g.HoveredIdPreviousFrame != id)
4264
0
                return false;
4265
0
        }
4266
754
    }
4267
4268
    // When disabled we'll return false but still set HoveredId
4269
754
    if (item_flags & ImGuiItemFlags_Disabled)
4270
0
    {
4271
        // Release active id if turning disabled
4272
0
        if (g.ActiveId == id && id != 0)
4273
0
            ClearActiveID();
4274
0
        g.HoveredIdDisabled = true;
4275
0
        return false;
4276
0
    }
4277
4278
754
    if (id != 0)
4279
754
    {
4280
        // [DEBUG] Item Picker tool!
4281
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4282
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4283
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4284
754
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4285
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4286
754
        if (g.DebugItemPickerBreakId == id)
4287
0
            IM_DEBUG_BREAK();
4288
754
    }
4289
4290
754
    if (g.NavDisableMouseHover)
4291
94
        return false;
4292
4293
660
    return true;
4294
754
}
4295
4296
// FIXME: This is inlined/duplicated in ItemAdd()
4297
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4298
0
{
4299
0
    ImGuiContext& g = *GImGui;
4300
0
    ImGuiWindow* window = g.CurrentWindow;
4301
0
    if (!bb.Overlaps(window->ClipRect))
4302
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4303
0
            if (!g.LogEnabled)
4304
0
                return true;
4305
0
    return false;
4306
0
}
4307
4308
// This is also inlined in ItemAdd()
4309
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4310
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4311
133k
{
4312
133k
    ImGuiContext& g = *GImGui;
4313
133k
    g.LastItemData.ID = item_id;
4314
133k
    g.LastItemData.InFlags = in_flags;
4315
133k
    g.LastItemData.StatusFlags = item_flags;
4316
133k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4317
133k
}
4318
4319
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4320
0
{
4321
0
    if (wrap_pos_x < 0.0f)
4322
0
        return 0.0f;
4323
4324
0
    ImGuiContext& g = *GImGui;
4325
0
    ImGuiWindow* window = g.CurrentWindow;
4326
0
    if (wrap_pos_x == 0.0f)
4327
0
    {
4328
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4329
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4330
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4331
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4332
        //else
4333
0
        wrap_pos_x = window->WorkRect.Max.x;
4334
0
    }
4335
0
    else if (wrap_pos_x > 0.0f)
4336
0
    {
4337
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4338
0
    }
4339
4340
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4341
0
}
4342
4343
// IM_ALLOC() == ImGui::MemAlloc()
4344
void* ImGui::MemAlloc(size_t size)
4345
3.63k
{
4346
3.63k
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4347
3.63k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4348
3.63k
    if (ImGuiContext* ctx = GImGui)
4349
3.63k
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4350
3.63k
#endif
4351
3.63k
    return ptr;
4352
3.63k
}
4353
4354
// IM_FREE() == ImGui::MemFree()
4355
void ImGui::MemFree(void* ptr)
4356
3.49k
{
4357
3.49k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4358
3.49k
    if (ptr != NULL)
4359
3.46k
        if (ImGuiContext* ctx = GImGui)
4360
3.46k
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4361
3.49k
#endif
4362
3.49k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4363
3.49k
}
4364
4365
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4366
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4367
7.09k
{
4368
7.09k
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4369
7.09k
    IM_UNUSED(ptr);
4370
7.09k
    if (entry->FrameCount != frame_count)
4371
61
    {
4372
61
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4373
61
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4374
61
        entry->FrameCount = frame_count;
4375
61
        entry->AllocCount = entry->FreeCount = 0;
4376
61
    }
4377
7.09k
    if (size != (size_t)-1)
4378
3.63k
    {
4379
3.63k
        entry->AllocCount++;
4380
3.63k
        info->TotalAllocCount++;
4381
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4382
3.63k
    }
4383
3.46k
    else
4384
3.46k
    {
4385
3.46k
        entry->FreeCount++;
4386
3.46k
        info->TotalFreeCount++;
4387
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4388
3.46k
    }
4389
7.09k
}
4390
4391
const char* ImGui::GetClipboardText()
4392
0
{
4393
0
    ImGuiContext& g = *GImGui;
4394
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4395
0
}
4396
4397
void ImGui::SetClipboardText(const char* text)
4398
0
{
4399
0
    ImGuiContext& g = *GImGui;
4400
0
    if (g.IO.SetClipboardTextFn)
4401
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4402
0
}
4403
4404
const char* ImGui::GetVersion()
4405
0
{
4406
0
    return IMGUI_VERSION;
4407
0
}
4408
4409
ImGuiIO& ImGui::GetIO()
4410
159k
{
4411
159k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4412
159k
    return GImGui->IO;
4413
159k
}
4414
4415
ImGuiPlatformIO& ImGui::GetPlatformIO()
4416
0
{
4417
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4418
0
    return GImGui->PlatformIO;
4419
0
}
4420
4421
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4422
ImDrawData* ImGui::GetDrawData()
4423
54.2k
{
4424
54.2k
    ImGuiContext& g = *GImGui;
4425
54.2k
    ImGuiViewportP* viewport = g.Viewports[0];
4426
54.2k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4427
54.2k
}
4428
4429
double ImGui::GetTime()
4430
6
{
4431
6
    return GImGui->Time;
4432
6
}
4433
4434
int ImGui::GetFrameCount()
4435
0
{
4436
0
    return GImGui->FrameCount;
4437
0
}
4438
4439
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4440
0
{
4441
    // Create the draw list on demand, because they are not frequently used for all viewports
4442
0
    ImGuiContext& g = *GImGui;
4443
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4444
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4445
0
    if (draw_list == NULL)
4446
0
    {
4447
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4448
0
        draw_list->_OwnerName = drawlist_name;
4449
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4450
0
    }
4451
4452
    // Our ImDrawList system requires that there is always a command
4453
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4454
0
    {
4455
0
        draw_list->_ResetForNewFrame();
4456
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4457
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4458
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4459
0
    }
4460
0
    return draw_list;
4461
0
}
4462
4463
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4464
0
{
4465
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4466
0
}
4467
4468
ImDrawList* ImGui::GetBackgroundDrawList()
4469
0
{
4470
0
    ImGuiContext& g = *GImGui;
4471
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4472
0
}
4473
4474
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4475
0
{
4476
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4477
0
}
4478
4479
ImDrawList* ImGui::GetForegroundDrawList()
4480
0
{
4481
0
    ImGuiContext& g = *GImGui;
4482
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4483
0
}
4484
4485
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4486
0
{
4487
0
    return &GImGui->DrawListSharedData;
4488
0
}
4489
4490
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4491
43
{
4492
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4493
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4494
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4495
43
    ImGuiContext& g = *GImGui;
4496
43
    FocusWindow(window);
4497
43
    SetActiveID(window->MoveId, window);
4498
43
    g.NavDisableHighlight = true;
4499
43
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4500
43
    g.ActiveIdNoClearOnFocusLoss = true;
4501
43
    SetActiveIdUsingAllKeyboardKeys();
4502
4503
43
    bool can_move_window = true;
4504
43
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4505
0
        can_move_window = false;
4506
43
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4507
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4508
0
            can_move_window = false;
4509
43
    if (can_move_window)
4510
43
        g.MovingWindow = window;
4511
43
}
4512
4513
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4514
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4515
5
{
4516
5
    ImGuiContext& g = *GImGui;
4517
5
    bool can_undock_node = false;
4518
5
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4519
0
    {
4520
        // Can undock if:
4521
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4522
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4523
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4524
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4525
0
            can_undock_node = true;
4526
0
    }
4527
4528
5
    const bool clicked = IsMouseClicked(0);
4529
5
    const bool dragging = IsMouseDragging(0);
4530
5
    if (can_undock_node && dragging)
4531
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4532
5
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4533
5
        StartMouseMovingWindow(window);
4534
5
}
4535
4536
// Handle mouse moving window
4537
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4538
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4539
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4540
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4541
void ImGui::UpdateMouseMovingWindowNewFrame()
4542
54.2k
{
4543
54.2k
    ImGuiContext& g = *GImGui;
4544
54.2k
    if (g.MovingWindow != NULL)
4545
284
    {
4546
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4547
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4548
284
        KeepAliveID(g.ActiveId);
4549
284
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4550
284
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4551
4552
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4553
284
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4554
284
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4555
241
        {
4556
241
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4557
241
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4558
38
            {
4559
38
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4560
38
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4561
0
                {
4562
0
                    moving_window->Viewport->Pos = pos;
4563
0
                    moving_window->Viewport->UpdateWorkRect();
4564
0
                }
4565
38
            }
4566
241
            FocusWindow(g.MovingWindow);
4567
241
        }
4568
43
        else
4569
43
        {
4570
43
            if (!window_disappared)
4571
43
            {
4572
                // Try to merge the window back into the main viewport.
4573
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4574
43
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4575
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4576
4577
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4578
43
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4579
43
                    g.MouseViewport = moving_window->Viewport;
4580
4581
                // Clear the NoInput window flag set by the Viewport system
4582
43
                if (moving_window->Viewport)
4583
43
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4584
43
            }
4585
4586
43
            g.MovingWindow = NULL;
4587
43
            ClearActiveID();
4588
43
        }
4589
284
    }
4590
53.9k
    else
4591
53.9k
    {
4592
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4593
53.9k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4594
0
        {
4595
0
            KeepAliveID(g.ActiveId);
4596
0
            if (!g.IO.MouseDown[0])
4597
0
                ClearActiveID();
4598
0
        }
4599
53.9k
    }
4600
54.2k
}
4601
4602
// Initiate moving window when clicking on empty space or title bar.
4603
// Handle left-click and right-click focus.
4604
void ImGui::UpdateMouseMovingWindowEndFrame()
4605
54.2k
{
4606
54.2k
    ImGuiContext& g = *GImGui;
4607
54.2k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4608
1.01k
        return;
4609
4610
    // Unless we just made a window/popup appear
4611
53.2k
    if (g.NavWindow && g.NavWindow->Appearing)
4612
5
        return;
4613
4614
    // Click on empty space to focus window and start moving
4615
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4616
53.2k
    if (g.IO.MouseClicked[0])
4617
1.03k
    {
4618
        // Handle the edge case of a popup being closed while clicking in its empty space.
4619
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4620
1.03k
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4621
1.03k
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4622
4623
1.03k
        if (root_window != NULL && !is_closed_popup)
4624
38
        {
4625
38
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4626
4627
            // Cancel moving if clicked outside of title bar
4628
38
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4629
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4630
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4631
0
                        g.MovingWindow = NULL;
4632
4633
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4634
38
            if (g.HoveredIdDisabled)
4635
0
                g.MovingWindow = NULL;
4636
38
        }
4637
998
        else if (root_window == NULL && g.NavWindow != NULL)
4638
174
        {
4639
            // Clicking on void disable focus
4640
174
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4641
174
        }
4642
1.03k
    }
4643
4644
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4645
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4646
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4647
53.2k
    if (g.IO.MouseClicked[1])
4648
177
    {
4649
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4650
        // This is where we can trim the popup stack.
4651
177
        ImGuiWindow* modal = GetTopMostPopupModal();
4652
177
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4653
177
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4654
177
    }
4655
53.2k
}
4656
4657
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4658
// Need to keep in sync with SetWindowPos()
4659
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4660
0
{
4661
0
    window->Pos += delta;
4662
0
    window->ClipRect.Translate(delta);
4663
0
    window->OuterRectClipped.Translate(delta);
4664
0
    window->InnerRect.Translate(delta);
4665
0
    window->DC.CursorPos += delta;
4666
0
    window->DC.CursorStartPos += delta;
4667
0
    window->DC.CursorMaxPos += delta;
4668
0
    window->DC.IdealMaxPos += delta;
4669
0
}
4670
4671
static void ScaleWindow(ImGuiWindow* window, float scale)
4672
0
{
4673
0
    ImVec2 origin = window->Viewport->Pos;
4674
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4675
0
    window->Size = ImTrunc(window->Size * scale);
4676
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4677
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4678
0
}
4679
4680
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4681
187k
{
4682
187k
    return (window->Active) && (!window->Hidden);
4683
187k
}
4684
4685
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4686
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4687
54.2k
{
4688
54.2k
    ImGuiContext& g = *GImGui;
4689
54.2k
    ImGuiIO& io = g.IO;
4690
54.2k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4691
4692
    // Find the window hovered by mouse:
4693
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4694
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4695
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4696
54.2k
    bool clear_hovered_windows = false;
4697
54.2k
    FindHoveredWindow();
4698
54.2k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4699
4700
    // Modal windows prevents mouse from hovering behind them.
4701
54.2k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4702
54.2k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4703
0
        clear_hovered_windows = true;
4704
4705
    // Disabled mouse?
4706
54.2k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4707
0
        clear_hovered_windows = true;
4708
4709
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4710
    // won't report hovering nor request capture even while dragging over our windows afterward.
4711
54.2k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4712
54.2k
    const bool has_open_modal = (modal_window != NULL);
4713
54.2k
    int mouse_earliest_down = -1;
4714
54.2k
    bool mouse_any_down = false;
4715
325k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4716
271k
    {
4717
271k
        if (io.MouseClicked[i])
4718
1.84k
        {
4719
1.84k
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4720
1.84k
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4721
1.84k
        }
4722
271k
        mouse_any_down |= io.MouseDown[i];
4723
271k
        if (io.MouseDown[i])
4724
13.5k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4725
11.4k
                mouse_earliest_down = i;
4726
271k
    }
4727
54.2k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4728
54.2k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4729
4730
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4731
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4732
54.2k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4733
54.2k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4734
9.58k
        clear_hovered_windows = true;
4735
4736
54.2k
    if (clear_hovered_windows)
4737
9.58k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4738
4739
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4740
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4741
54.2k
    if (g.WantCaptureMouseNextFrame != -1)
4742
0
    {
4743
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4744
0
    }
4745
54.2k
    else
4746
54.2k
    {
4747
54.2k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4748
54.2k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4749
54.2k
    }
4750
4751
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4752
54.2k
    io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4753
54.2k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4754
16.1k
        io.WantCaptureKeyboard = true;
4755
54.2k
    if (g.WantCaptureKeyboardNextFrame != -1) // Manual override
4756
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4757
4758
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4759
54.2k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4760
54.2k
}
4761
4762
void ImGui::NewFrame()
4763
54.2k
{
4764
54.2k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4765
54.2k
    ImGuiContext& g = *GImGui;
4766
4767
    // Remove pending delete hooks before frame start.
4768
    // This deferred removal avoid issues of removal while iterating the hook vector
4769
54.2k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4770
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4771
0
            g.Hooks.erase(&g.Hooks[n]);
4772
4773
54.2k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4774
4775
    // Check and assert for various common IO and Configuration mistakes
4776
54.2k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4777
54.2k
    ErrorCheckNewFrameSanityChecks();
4778
54.2k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4779
4780
    // Load settings on first frame, save settings when modified (after a delay)
4781
54.2k
    UpdateSettings();
4782
4783
54.2k
    g.Time += g.IO.DeltaTime;
4784
54.2k
    g.WithinFrameScope = true;
4785
54.2k
    g.FrameCount += 1;
4786
54.2k
    g.TooltipOverrideCount = 0;
4787
54.2k
    g.WindowsActiveCount = 0;
4788
54.2k
    g.MenusIdSubmittedThisFrame.resize(0);
4789
4790
    // Calculate frame-rate for the user, as a purely luxurious feature
4791
54.2k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4792
54.2k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4793
54.2k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4794
54.2k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4795
54.2k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4796
4797
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4798
54.2k
    g.InputEventsTrail.resize(0);
4799
54.2k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4800
4801
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4802
54.2k
    UpdateViewportsNewFrame();
4803
4804
    // Setup current font and draw list shared data
4805
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4806
54.2k
    g.IO.Fonts->Locked = true;
4807
54.2k
    SetCurrentFont(GetDefaultFont());
4808
54.2k
    IM_ASSERT(g.Font->IsLoaded());
4809
54.2k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4810
54.2k
    for (ImGuiViewportP* viewport : g.Viewports)
4811
54.2k
        virtual_space.Add(viewport->GetMainRect());
4812
54.2k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4813
54.2k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4814
54.2k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4815
54.2k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4816
54.2k
    if (g.Style.AntiAliasedLines)
4817
54.2k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4818
54.2k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4819
54.2k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4820
54.2k
    if (g.Style.AntiAliasedFill)
4821
54.2k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4822
54.2k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4823
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4824
4825
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4826
54.2k
    for (ImGuiViewportP* viewport : g.Viewports)
4827
54.2k
    {
4828
54.2k
        viewport->DrawData = NULL;
4829
54.2k
        viewport->DrawDataP.Valid = false;
4830
54.2k
    }
4831
4832
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4833
54.2k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4834
44
        KeepAliveID(g.DragDropPayload.SourceId);
4835
4836
    // Update HoveredId data
4837
54.2k
    if (!g.HoveredIdPreviousFrame)
4838
53.4k
        g.HoveredIdTimer = 0.0f;
4839
54.2k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4840
53.6k
        g.HoveredIdNotActiveTimer = 0.0f;
4841
54.2k
    if (g.HoveredId)
4842
754
        g.HoveredIdTimer += g.IO.DeltaTime;
4843
54.2k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4844
607
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4845
54.2k
    g.HoveredIdPreviousFrame = g.HoveredId;
4846
54.2k
    g.HoveredId = 0;
4847
54.2k
    g.HoveredIdAllowOverlap = false;
4848
54.2k
    g.HoveredIdDisabled = false;
4849
4850
    // Clear ActiveID if the item is not alive anymore.
4851
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4852
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4853
54.2k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4854
0
    {
4855
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4856
0
        ClearActiveID();
4857
0
    }
4858
4859
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4860
54.2k
    if (g.ActiveId)
4861
446
        g.ActiveIdTimer += g.IO.DeltaTime;
4862
54.2k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4863
54.2k
    g.ActiveIdPreviousFrame = g.ActiveId;
4864
54.2k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4865
54.2k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4866
54.2k
    g.ActiveIdIsAlive = 0;
4867
54.2k
    g.ActiveIdHasBeenEditedThisFrame = false;
4868
54.2k
    g.ActiveIdPreviousFrameIsAlive = false;
4869
54.2k
    g.ActiveIdIsJustActivated = false;
4870
54.2k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4871
0
        g.TempInputId = 0;
4872
54.2k
    if (g.ActiveId == 0)
4873
53.7k
    {
4874
53.7k
        g.ActiveIdUsingNavDirMask = 0x00;
4875
53.7k
        g.ActiveIdUsingAllKeyboardKeys = false;
4876
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4877
        g.ActiveIdUsingNavInputMask = 0x00;
4878
#endif
4879
53.7k
    }
4880
4881
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4882
    if (g.ActiveId == 0)
4883
        g.ActiveIdUsingNavInputMask = 0;
4884
    else if (g.ActiveIdUsingNavInputMask != 0)
4885
    {
4886
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4887
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4888
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4889
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4890
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4891
            IM_ASSERT(0); // Other values unsupported
4892
    }
4893
#endif
4894
4895
    // Record when we have been stationary as this state is preserved while over same item.
4896
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4897
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4898
54.2k
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4899
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4900
54.2k
    else if (g.HoverItemDelayId == 0)
4901
54.2k
        g.HoverItemUnlockedStationaryId = 0;
4902
54.2k
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4903
1.04k
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4904
53.2k
    else if (g.HoveredWindow == NULL)
4905
52.9k
        g.HoverWindowUnlockedStationaryId = 0;
4906
4907
    // Update hover delay for IsItemHovered() with delays and tooltips
4908
54.2k
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4909
54.2k
    if (g.HoverItemDelayId != 0)
4910
0
    {
4911
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4912
0
        g.HoverItemDelayClearTimer = 0.0f;
4913
0
        g.HoverItemDelayId = 0;
4914
0
    }
4915
54.2k
    else if (g.HoverItemDelayTimer > 0.0f)
4916
0
    {
4917
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4918
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4919
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4920
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4921
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4922
0
    }
4923
4924
    // Drag and drop
4925
54.2k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4926
54.2k
    g.DragDropAcceptIdCurr = 0;
4927
54.2k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4928
54.2k
    g.DragDropWithinSource = false;
4929
54.2k
    g.DragDropWithinTarget = false;
4930
54.2k
    g.DragDropHoldJustPressedId = 0;
4931
4932
    // Close popups on focus lost (currently wip/opt-in)
4933
    //if (g.IO.AppFocusLost)
4934
    //    ClosePopupsExceptModals();
4935
4936
    // Update keyboard input state
4937
54.2k
    UpdateKeyboardInputs();
4938
4939
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4940
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4941
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4942
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4943
4944
    // Update gamepad/keyboard navigation
4945
54.2k
    NavUpdate();
4946
4947
    // Update mouse input state
4948
54.2k
    UpdateMouseInputs();
4949
4950
    // Undocking
4951
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4952
54.2k
    DockContextNewFrameUpdateUndocking(&g);
4953
4954
    // Find hovered window
4955
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4956
54.2k
    UpdateHoveredWindowAndCaptureFlags();
4957
4958
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4959
54.2k
    UpdateMouseMovingWindowNewFrame();
4960
4961
    // Background darkening/whitening
4962
54.2k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4963
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4964
54.2k
    else
4965
54.2k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4966
4967
54.2k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4968
54.2k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4969
4970
    // Platform IME data: reset for the frame
4971
54.2k
    g.PlatformImeDataPrev = g.PlatformImeData;
4972
54.2k
    g.PlatformImeData.WantVisible = false;
4973
4974
    // Mouse wheel scrolling, scale
4975
54.2k
    UpdateMouseWheel();
4976
4977
    // Mark all windows as not visible and compact unused memory.
4978
54.2k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4979
54.2k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4980
54.2k
    for (ImGuiWindow* window : g.Windows)
4981
162k
    {
4982
162k
        window->WasActive = window->Active;
4983
162k
        window->Active = false;
4984
162k
        window->WriteAccessed = false;
4985
162k
        window->BeginCountPreviousFrame = window->BeginCount;
4986
162k
        window->BeginCount = 0;
4987
4988
        // Garbage collect transient buffers of recently unused windows
4989
162k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4990
1
            GcCompactTransientWindowBuffers(window);
4991
162k
    }
4992
4993
    // Garbage collect transient buffers of recently unused tables
4994
54.2k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4995
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4996
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4997
54.2k
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4998
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4999
0
            TableGcCompactTransientBuffers(&table_temp_data);
5000
54.2k
    if (g.GcCompactAll)
5001
0
        GcCompactTransientMiscBuffers();
5002
54.2k
    g.GcCompactAll = false;
5003
5004
    // Closing the focused window restore focus to the first active root window in descending z-order
5005
54.2k
    if (g.NavWindow && !g.NavWindow->WasActive)
5006
6
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
5007
5008
    // No window should be open at the beginning of the frame.
5009
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
5010
54.2k
    g.CurrentWindowStack.resize(0);
5011
54.2k
    g.BeginPopupStack.resize(0);
5012
54.2k
    g.ItemFlagsStack.resize(0);
5013
54.2k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
5014
54.2k
    g.GroupStack.resize(0);
5015
5016
    // Docking
5017
54.2k
    DockContextNewFrameUpdateDocking(&g);
5018
5019
    // [DEBUG] Update debug features
5020
54.2k
    UpdateDebugToolItemPicker();
5021
54.2k
    UpdateDebugToolStackQueries();
5022
54.2k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5023
0
        g.DebugLocateId = 0;
5024
54.2k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
5025
0
    {
5026
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
5027
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
5028
0
    }
5029
5030
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5031
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5032
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5033
54.2k
    g.WithinFrameScopeWithImplicitWindow = true;
5034
54.2k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5035
54.2k
    Begin("Debug##Default");
5036
54.2k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5037
5038
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5039
    // allowing to validate correct Begin/End behavior in user code.
5040
54.2k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5041
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5042
54.2k
    else
5043
54.2k
        g.DebugBeginReturnValueCullDepth = -1;
5044
5045
54.2k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5046
54.2k
}
5047
5048
// FIXME: Add a more explicit sort order in the window structure.
5049
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5050
0
{
5051
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5052
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5053
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5054
0
        return d;
5055
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5056
0
        return d;
5057
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5058
0
}
5059
5060
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5061
162k
{
5062
162k
    out_sorted_windows->push_back(window);
5063
162k
    if (window->Active)
5064
79.0k
    {
5065
79.0k
        int count = window->DC.ChildWindows.Size;
5066
79.0k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5067
103k
        for (int i = 0; i < count; i++)
5068
24.8k
        {
5069
24.8k
            ImGuiWindow* child = window->DC.ChildWindows[i];
5070
24.8k
            if (child->Active)
5071
24.8k
                AddWindowToSortBuffer(out_sorted_windows, child);
5072
24.8k
        }
5073
79.0k
    }
5074
162k
}
5075
5076
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5077
76.5k
{
5078
76.5k
    ImGuiContext& g = *GImGui;
5079
76.5k
    ImGuiViewportP* viewport = window->Viewport;
5080
76.5k
    IM_ASSERT(viewport != NULL);
5081
76.5k
    g.IO.MetricsRenderWindows++;
5082
76.5k
    if (window->DrawList->_Splitter._Count > 1)
5083
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5084
76.5k
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5085
76.5k
    for (ImGuiWindow* child : window->DC.ChildWindows)
5086
24.8k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5087
22.3k
            AddWindowToDrawData(child, layer);
5088
76.5k
}
5089
5090
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5091
54.2k
{
5092
54.2k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5093
54.2k
}
5094
5095
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5096
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5097
54.2k
{
5098
54.2k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5099
54.2k
}
5100
5101
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5102
54.2k
{
5103
54.2k
    int n = builder->Layers[0]->Size;
5104
54.2k
    int full_size = n;
5105
108k
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5106
54.2k
        full_size += builder->Layers[i]->Size;
5107
54.2k
    builder->Layers[0]->resize(full_size);
5108
108k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5109
54.2k
    {
5110
54.2k
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5111
54.2k
        if (layer->empty())
5112
54.2k
            continue;
5113
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5114
0
        n += layer->Size;
5115
0
        layer->resize(0);
5116
0
    }
5117
54.2k
}
5118
5119
static void InitViewportDrawData(ImGuiViewportP* viewport)
5120
54.2k
{
5121
54.2k
    ImGuiIO& io = ImGui::GetIO();
5122
54.2k
    ImDrawData* draw_data = &viewport->DrawDataP;
5123
5124
54.2k
    viewport->DrawData = draw_data; // Make publicly accessible
5125
54.2k
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5126
54.2k
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5127
54.2k
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5128
54.2k
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5129
5130
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5131
    // and to allow applications/backends to easily skip rendering.
5132
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5133
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5134
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5135
54.2k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5136
5137
54.2k
    draw_data->Valid = true;
5138
54.2k
    draw_data->CmdListsCount = 0;
5139
54.2k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5140
54.2k
    draw_data->DisplayPos = viewport->Pos;
5141
54.2k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5142
54.2k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5143
54.2k
    draw_data->OwnerViewport = viewport;
5144
54.2k
}
5145
5146
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5147
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5148
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5149
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5150
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5151
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5152
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5153
266k
{
5154
266k
    ImGuiWindow* window = GetCurrentWindow();
5155
266k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5156
266k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5157
266k
}
5158
5159
void ImGui::PopClipRect()
5160
133k
{
5161
133k
    ImGuiWindow* window = GetCurrentWindow();
5162
133k
    window->DrawList->PopClipRect();
5163
133k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5164
133k
}
5165
5166
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5167
0
{
5168
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5169
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5170
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5171
0
    return window;
5172
0
}
5173
5174
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5175
0
{
5176
0
    if ((col & IM_COL32_A_MASK) == 0)
5177
0
        return;
5178
5179
0
    ImGuiViewportP* viewport = window->Viewport;
5180
0
    ImRect viewport_rect = viewport->GetMainRect();
5181
5182
    // Draw behind window by moving the draw command at the FRONT of the draw list
5183
0
    {
5184
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5185
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5186
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5187
0
        draw_list->ChannelsMerge();
5188
0
        if (draw_list->CmdBuffer.Size == 0)
5189
0
            draw_list->AddDrawCmd();
5190
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5191
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5192
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5193
0
        IM_ASSERT(cmd.ElemCount == 6);
5194
0
        draw_list->CmdBuffer.pop_back();
5195
0
        draw_list->CmdBuffer.push_front(cmd);
5196
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5197
0
        draw_list->PopClipRect();
5198
0
    }
5199
5200
    // Draw over sibling docking nodes in a same docking tree
5201
0
    if (window->RootWindow->DockIsActive)
5202
0
    {
5203
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5204
0
        draw_list->ChannelsMerge();
5205
0
        if (draw_list->CmdBuffer.Size == 0)
5206
0
            draw_list->AddDrawCmd();
5207
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5208
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5209
0
        draw_list->PopClipRect();
5210
0
    }
5211
0
}
5212
5213
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5214
0
{
5215
0
    ImGuiContext& g = *GImGui;
5216
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5217
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5218
0
    {
5219
0
        ImGuiWindow* window = g.Windows[i];
5220
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5221
0
            continue;
5222
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5223
0
            break;
5224
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5225
0
            bottom_most_visible_window = window;
5226
0
    }
5227
0
    return bottom_most_visible_window;
5228
0
}
5229
5230
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5231
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5232
static void ImGui::RenderDimmedBackgrounds()
5233
54.2k
{
5234
54.2k
    ImGuiContext& g = *GImGui;
5235
54.2k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5236
54.2k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5237
54.2k
        return;
5238
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5239
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5240
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5241
0
        return;
5242
5243
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5244
0
    if (dim_bg_for_modal)
5245
0
    {
5246
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5247
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5248
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5249
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5250
0
    }
5251
0
    else if (dim_bg_for_window_list)
5252
0
    {
5253
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5254
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5255
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5256
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5257
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5258
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5259
5260
        // Draw border around CTRL+Tab target window
5261
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5262
0
        ImGuiViewport* viewport = window->Viewport;
5263
0
        float distance = g.FontSize;
5264
0
        ImRect bb = window->Rect();
5265
0
        bb.Expand(distance);
5266
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5267
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5268
0
        window->DrawList->ChannelsMerge();
5269
0
        if (window->DrawList->CmdBuffer.Size == 0)
5270
0
            window->DrawList->AddDrawCmd();
5271
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5272
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5273
0
        window->DrawList->PopClipRect();
5274
0
    }
5275
5276
    // Draw dimming background on _other_ viewports than the ones our windows are in
5277
0
    for (ImGuiViewportP* viewport : g.Viewports)
5278
0
    {
5279
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5280
0
            continue;
5281
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5282
0
            continue;
5283
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5284
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5285
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5286
0
    }
5287
0
}
5288
5289
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5290
void ImGui::EndFrame()
5291
108k
{
5292
108k
    ImGuiContext& g = *GImGui;
5293
108k
    IM_ASSERT(g.Initialized);
5294
5295
    // Don't process EndFrame() multiple times.
5296
108k
    if (g.FrameCountEnded == g.FrameCount)
5297
54.2k
        return;
5298
54.2k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5299
5300
54.2k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5301
5302
54.2k
    ErrorCheckEndFrameSanityChecks();
5303
5304
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5305
54.2k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5306
54.2k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5307
0
    {
5308
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5309
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5310
0
        if (viewport == NULL)
5311
0
            viewport = GetMainViewport();
5312
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5313
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5314
        {
5315
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5316
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5317
            viewport->PlatformHandleRaw = NULL;
5318
        }
5319
        else
5320
#endif
5321
0
        {
5322
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5323
0
        }
5324
0
    }
5325
5326
    // Hide implicit/fallback "Debug" window if it hasn't been used
5327
54.2k
    g.WithinFrameScopeWithImplicitWindow = false;
5328
54.2k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5329
54.2k
        g.CurrentWindow->Active = false;
5330
54.2k
    End();
5331
5332
    // Update navigation: CTRL+Tab, wrap-around requests
5333
54.2k
    NavEndFrame();
5334
5335
    // Update docking
5336
54.2k
    DockContextEndFrame(&g);
5337
5338
54.2k
    SetCurrentViewport(NULL, NULL);
5339
5340
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5341
54.2k
    if (g.DragDropActive)
5342
69
    {
5343
69
        bool is_delivered = g.DragDropPayload.Delivery;
5344
69
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5345
69
        if (is_delivered || is_elapsed)
5346
13
            ClearDragDrop();
5347
69
    }
5348
5349
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5350
54.2k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5351
0
    {
5352
0
        g.DragDropWithinSource = true;
5353
0
        SetTooltip("...");
5354
0
        g.DragDropWithinSource = false;
5355
0
    }
5356
5357
    // End frame
5358
54.2k
    g.WithinFrameScope = false;
5359
54.2k
    g.FrameCountEnded = g.FrameCount;
5360
5361
    // Initiate moving window + handle left-click and right-click focus
5362
54.2k
    UpdateMouseMovingWindowEndFrame();
5363
5364
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5365
54.2k
    UpdateViewportsEndFrame();
5366
5367
    // Sort the window list so that all child windows are after their parent
5368
    // We cannot do that on FocusWindow() because children may not exist yet
5369
54.2k
    g.WindowsTempSortBuffer.resize(0);
5370
54.2k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5371
54.2k
    for (ImGuiWindow* window : g.Windows)
5372
162k
    {
5373
162k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5374
24.8k
            continue;
5375
137k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5376
137k
    }
5377
5378
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5379
54.2k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5380
54.2k
    g.Windows.swap(g.WindowsTempSortBuffer);
5381
54.2k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5382
5383
    // Unlock font atlas
5384
54.2k
    g.IO.Fonts->Locked = false;
5385
5386
    // Clear Input data for next frame
5387
54.2k
    g.IO.MousePosPrev = g.IO.MousePos;
5388
54.2k
    g.IO.AppFocusLost = false;
5389
54.2k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5390
54.2k
    g.IO.InputQueueCharacters.resize(0);
5391
5392
54.2k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5393
54.2k
}
5394
5395
// Prepare the data for rendering so you can call GetDrawData()
5396
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5397
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5398
void ImGui::Render()
5399
54.2k
{
5400
54.2k
    ImGuiContext& g = *GImGui;
5401
54.2k
    IM_ASSERT(g.Initialized);
5402
5403
54.2k
    if (g.FrameCountEnded != g.FrameCount)
5404
54.2k
        EndFrame();
5405
54.2k
    if (g.FrameCountRendered == g.FrameCount)
5406
0
        return;
5407
54.2k
    g.FrameCountRendered = g.FrameCount;
5408
5409
54.2k
    g.IO.MetricsRenderWindows = 0;
5410
54.2k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5411
5412
    // Add background ImDrawList (for each active viewport)
5413
54.2k
    for (ImGuiViewportP* viewport : g.Viewports)
5414
54.2k
    {
5415
54.2k
        InitViewportDrawData(viewport);
5416
54.2k
        if (viewport->BgFgDrawLists[0] != NULL)
5417
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5418
54.2k
    }
5419
5420
    // Draw modal/window whitening backgrounds
5421
54.2k
    RenderDimmedBackgrounds();
5422
5423
    // Add ImDrawList to render
5424
54.2k
    ImGuiWindow* windows_to_render_top_most[2];
5425
54.2k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5426
54.2k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5427
54.2k
    for (ImGuiWindow* window : g.Windows)
5428
162k
    {
5429
162k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5430
162k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5431
54.2k
            AddRootWindowToDrawData(window);
5432
162k
    }
5433
162k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5434
108k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5435
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5436
5437
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5438
54.2k
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5439
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5440
5441
    // Setup ImDrawData structures for end-user
5442
54.2k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5443
54.2k
    for (ImGuiViewportP* viewport : g.Viewports)
5444
54.2k
    {
5445
54.2k
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5446
5447
        // Add foreground ImDrawList (for each active viewport)
5448
54.2k
        if (viewport->BgFgDrawLists[1] != NULL)
5449
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5450
5451
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5452
54.2k
        ImDrawData* draw_data = &viewport->DrawDataP;
5453
54.2k
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5454
54.2k
        for (ImDrawList* draw_list : draw_data->CmdLists)
5455
75.3k
            draw_list->_PopUnusedDrawCmd();
5456
5457
54.2k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5458
54.2k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5459
54.2k
    }
5460
5461
54.2k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5462
54.2k
}
5463
5464
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5465
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5466
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5467
108k
{
5468
108k
    ImGuiContext& g = *GImGui;
5469
5470
108k
    const char* text_display_end;
5471
108k
    if (hide_text_after_double_hash)
5472
108k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5473
0
    else
5474
0
        text_display_end = text_end;
5475
5476
108k
    ImFont* font = g.Font;
5477
108k
    const float font_size = g.FontSize;
5478
108k
    if (text == text_display_end)
5479
0
        return ImVec2(0.0f, font_size);
5480
108k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5481
5482
    // Round
5483
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5484
    // FIXME: Investigate using ceilf or e.g.
5485
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5486
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5487
108k
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5488
5489
108k
    return text_size;
5490
108k
}
5491
5492
// Find window given position, search front-to-back
5493
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5494
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5495
// called, aka before the next Begin(). Moving window isn't affected.
5496
static void FindHoveredWindow()
5497
54.2k
{
5498
54.2k
    ImGuiContext& g = *GImGui;
5499
5500
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5501
54.2k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5502
54.2k
    if (g.MovingWindow)
5503
284
        g.MovingWindow->Viewport = g.MouseViewport;
5504
5505
54.2k
    ImGuiWindow* hovered_window = NULL;
5506
54.2k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5507
54.2k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5508
284
        hovered_window = g.MovingWindow;
5509
5510
54.2k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5511
54.2k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5512
214k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5513
161k
    {
5514
161k
        ImGuiWindow* window = g.Windows[i];
5515
161k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5516
161k
        if (!window->Active || window->Hidden)
5517
85.1k
            continue;
5518
76.5k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5519
0
            continue;
5520
76.5k
        IM_ASSERT(window->Viewport);
5521
76.5k
        if (window->Viewport != g.MouseViewport)
5522
0
            continue;
5523
5524
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5525
76.5k
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5526
76.5k
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5527
75.3k
            continue;
5528
5529
        // Support for one rectangular hole in any given window
5530
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5531
1.27k
        if (window->HitTestHoleSize.x != 0)
5532
0
        {
5533
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5534
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5535
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5536
0
                continue;
5537
0
        }
5538
5539
1.27k
        if (hovered_window == NULL)
5540
1.03k
            hovered_window = window;
5541
1.27k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5542
1.27k
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5543
1.03k
            hovered_window_ignoring_moving_window = window;
5544
1.27k
        if (hovered_window && hovered_window_ignoring_moving_window)
5545
1.03k
            break;
5546
1.27k
    }
5547
5548
54.2k
    g.HoveredWindow = hovered_window;
5549
54.2k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5550
5551
54.2k
    if (g.MovingWindow)
5552
284
        g.MovingWindow->Viewport = moving_window_viewport;
5553
54.2k
}
5554
5555
bool ImGui::IsItemActive()
5556
108k
{
5557
108k
    ImGuiContext& g = *GImGui;
5558
108k
    if (g.ActiveId)
5559
828
        return g.ActiveId == g.LastItemData.ID;
5560
107k
    return false;
5561
108k
}
5562
5563
bool ImGui::IsItemActivated()
5564
0
{
5565
0
    ImGuiContext& g = *GImGui;
5566
0
    if (g.ActiveId)
5567
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5568
0
            return true;
5569
0
    return false;
5570
0
}
5571
5572
bool ImGui::IsItemDeactivated()
5573
0
{
5574
0
    ImGuiContext& g = *GImGui;
5575
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5576
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5577
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5578
0
}
5579
5580
bool ImGui::IsItemDeactivatedAfterEdit()
5581
0
{
5582
0
    ImGuiContext& g = *GImGui;
5583
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5584
0
}
5585
5586
// == GetItemID() == GetFocusID()
5587
bool ImGui::IsItemFocused()
5588
0
{
5589
0
    ImGuiContext& g = *GImGui;
5590
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5591
0
        return false;
5592
5593
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5594
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5595
0
    ImGuiWindow* window = g.CurrentWindow;
5596
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5597
0
        return false;
5598
5599
0
    return true;
5600
0
}
5601
5602
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5603
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5604
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5605
0
{
5606
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5607
0
}
5608
5609
bool ImGui::IsItemToggledOpen()
5610
0
{
5611
0
    ImGuiContext& g = *GImGui;
5612
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5613
0
}
5614
5615
bool ImGui::IsItemToggledSelection()
5616
0
{
5617
0
    ImGuiContext& g = *GImGui;
5618
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5619
0
}
5620
5621
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5622
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5623
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5624
bool ImGui::IsAnyItemHovered()
5625
0
{
5626
0
    ImGuiContext& g = *GImGui;
5627
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5628
0
}
5629
5630
bool ImGui::IsAnyItemActive()
5631
0
{
5632
0
    ImGuiContext& g = *GImGui;
5633
0
    return g.ActiveId != 0;
5634
0
}
5635
5636
bool ImGui::IsAnyItemFocused()
5637
0
{
5638
0
    ImGuiContext& g = *GImGui;
5639
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5640
0
}
5641
5642
bool ImGui::IsItemVisible()
5643
0
{
5644
0
    ImGuiContext& g = *GImGui;
5645
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5646
0
}
5647
5648
bool ImGui::IsItemEdited()
5649
0
{
5650
0
    ImGuiContext& g = *GImGui;
5651
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5652
0
}
5653
5654
// Allow next item to be overlapped by subsequent items.
5655
// This works by requiring HoveredId to match for two subsequent frames,
5656
// so if a following items overwrite it our interactions will naturally be disabled.
5657
void ImGui::SetNextItemAllowOverlap()
5658
0
{
5659
0
    ImGuiContext& g = *GImGui;
5660
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5661
0
}
5662
5663
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5664
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5665
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5666
void ImGui::SetItemAllowOverlap()
5667
{
5668
    ImGuiContext& g = *GImGui;
5669
    ImGuiID id = g.LastItemData.ID;
5670
    if (g.HoveredId == id)
5671
        g.HoveredIdAllowOverlap = true;
5672
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5673
        g.ActiveIdAllowOverlap = true;
5674
}
5675
#endif
5676
5677
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5678
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5679
288
{
5680
288
    ImGuiContext& g = *GImGui;
5681
288
    IM_ASSERT(g.ActiveId != 0);
5682
288
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5683
288
    g.ActiveIdUsingAllKeyboardKeys = true;
5684
288
    NavMoveRequestCancel();
5685
288
}
5686
5687
ImGuiID ImGui::GetItemID()
5688
0
{
5689
0
    ImGuiContext& g = *GImGui;
5690
0
    return g.LastItemData.ID;
5691
0
}
5692
5693
ImVec2 ImGui::GetItemRectMin()
5694
0
{
5695
0
    ImGuiContext& g = *GImGui;
5696
0
    return g.LastItemData.Rect.Min;
5697
0
}
5698
5699
ImVec2 ImGui::GetItemRectMax()
5700
0
{
5701
0
    ImGuiContext& g = *GImGui;
5702
0
    return g.LastItemData.Rect.Max;
5703
0
}
5704
5705
ImVec2 ImGui::GetItemRectSize()
5706
0
{
5707
0
    ImGuiContext& g = *GImGui;
5708
0
    return g.LastItemData.Rect.GetSize();
5709
0
}
5710
5711
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5712
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'.
5713
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5714
24.8k
{
5715
24.8k
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5716
24.8k
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5717
24.8k
}
5718
5719
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5720
0
{
5721
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5722
0
}
5723
5724
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5725
24.8k
{
5726
24.8k
    ImGuiContext& g = *GImGui;
5727
24.8k
    ImGuiWindow* parent_window = g.CurrentWindow;
5728
24.8k
    IM_ASSERT(id != 0);
5729
5730
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5731
24.8k
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5732
24.8k
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5733
24.8k
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5734
24.8k
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5735
24.8k
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5736
0
    {
5737
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5738
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5739
0
    }
5740
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5741
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5742
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5743
#endif
5744
24.8k
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5745
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5746
24.8k
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5747
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5748
5749
    // Set window flags
5750
24.8k
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5751
24.8k
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5752
24.8k
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5753
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5754
24.8k
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5755
24.8k
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5756
5757
    // Special framed style
5758
24.8k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5759
0
    {
5760
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5761
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5762
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5763
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5764
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5765
0
        window_flags |= ImGuiWindowFlags_NoMove;
5766
0
    }
5767
5768
    // Forward child flags
5769
24.8k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5770
24.8k
    g.NextWindowData.ChildFlags = child_flags;
5771
5772
    // Forward size
5773
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5774
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5775
24.8k
    const ImVec2 size_avail = GetContentRegionAvail();
5776
24.8k
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5777
24.8k
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5778
24.8k
    SetNextWindowSize(size);
5779
5780
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5781
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5782
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5783
24.8k
    const char* temp_window_name;
5784
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5785
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5786
    else*/
5787
24.8k
    if (name)
5788
24.8k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5789
0
    else
5790
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5791
5792
    // Set style
5793
24.8k
    const float backup_border_size = g.Style.ChildBorderSize;
5794
24.8k
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5795
11.6k
        g.Style.ChildBorderSize = 0.0f;
5796
5797
    // Begin into window
5798
24.8k
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5799
5800
    // Restore style
5801
24.8k
    g.Style.ChildBorderSize = backup_border_size;
5802
24.8k
    if (child_flags & ImGuiChildFlags_FrameStyle)
5803
0
    {
5804
0
        PopStyleVar(3);
5805
0
        PopStyleColor();
5806
0
    }
5807
5808
24.8k
    ImGuiWindow* child_window = g.CurrentWindow;
5809
24.8k
    child_window->ChildId = id;
5810
5811
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5812
    // While this is not really documented/defined, it seems that the expected thing to do.
5813
24.8k
    if (child_window->BeginCount == 1)
5814
24.8k
        parent_window->DC.CursorPos = child_window->Pos;
5815
5816
    // Process navigation-in immediately so NavInit can run on first frame
5817
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5818
24.8k
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5819
24.8k
    if (g.ActiveId == temp_id_for_activation)
5820
15
        ClearActiveID();
5821
24.8k
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5822
17
    {
5823
17
        FocusWindow(child_window);
5824
17
        NavInitWindow(child_window, false);
5825
17
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5826
17
        g.ActiveIdSource = g.NavInputSource;
5827
17
    }
5828
24.8k
    return ret;
5829
24.8k
}
5830
5831
void ImGui::EndChild()
5832
24.8k
{
5833
24.8k
    ImGuiContext& g = *GImGui;
5834
24.8k
    ImGuiWindow* child_window = g.CurrentWindow;
5835
5836
24.8k
    IM_ASSERT(g.WithinEndChild == false);
5837
24.8k
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5838
5839
24.8k
    g.WithinEndChild = true;
5840
24.8k
    ImVec2 child_size = child_window->Size;
5841
24.8k
    End();
5842
24.8k
    if (child_window->BeginCount == 1)
5843
24.8k
    {
5844
24.8k
        ImGuiWindow* parent_window = g.CurrentWindow;
5845
24.8k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5846
24.8k
        ItemSize(child_size);
5847
24.8k
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5848
23.0k
        {
5849
23.0k
            ItemAdd(bb, child_window->ChildId);
5850
23.0k
            RenderNavHighlight(bb, child_window->ChildId);
5851
5852
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5853
23.0k
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5854
14.4k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5855
23.0k
        }
5856
1.83k
        else
5857
1.83k
        {
5858
            // Not navigable into
5859
1.83k
            ItemAdd(bb, 0);
5860
5861
            // But when flattened we directly reach items, adjust active layer mask accordingly
5862
1.83k
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5863
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5864
1.83k
        }
5865
24.8k
        if (g.HoveredWindow == child_window)
5866
6
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5867
24.8k
    }
5868
24.8k
    g.WithinEndChild = false;
5869
24.8k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5870
24.8k
}
5871
5872
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5873
56
{
5874
56
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5875
56
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5876
56
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5877
56
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5878
56
}
5879
5880
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5881
133k
{
5882
133k
    ImGuiContext& g = *GImGui;
5883
133k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5884
133k
}
5885
5886
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5887
133k
{
5888
133k
    ImGuiID id = ImHashStr(name);
5889
133k
    return FindWindowByID(id);
5890
133k
}
5891
5892
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5893
0
{
5894
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5895
0
    window->ViewportPos = main_viewport->Pos;
5896
0
    if (settings->ViewportId)
5897
0
    {
5898
0
        window->ViewportId = settings->ViewportId;
5899
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5900
0
    }
5901
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5902
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5903
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5904
0
    window->Collapsed = settings->Collapsed;
5905
0
    window->DockId = settings->DockId;
5906
0
    window->DockOrder = settings->DockOrder;
5907
0
}
5908
5909
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5910
133k
{
5911
133k
    ImGuiContext& g = *GImGui;
5912
5913
133k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5914
133k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5915
133k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5916
6
    {
5917
6
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5918
6
        g.WindowsFocusOrder.push_back(window);
5919
6
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5920
6
    }
5921
133k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5922
0
    {
5923
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5924
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5925
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5926
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5927
0
        window->FocusOrder = -1;
5928
0
    }
5929
133k
    window->IsExplicitChild = new_is_explicit_child;
5930
133k
}
5931
5932
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5933
9
{
5934
    // Initial window state with e.g. default/arbitrary window position
5935
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5936
9
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5937
9
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5938
9
    window->Size = window->SizeFull = ImVec2(0, 0);
5939
9
    window->ViewportPos = main_viewport->Pos;
5940
9
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5941
5942
9
    if (settings != NULL)
5943
0
    {
5944
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5945
0
        ApplyWindowSettings(window, settings);
5946
0
    }
5947
9
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5948
5949
9
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5950
0
    {
5951
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5952
0
        window->AutoFitOnlyGrows = false;
5953
0
    }
5954
9
    else
5955
9
    {
5956
9
        if (window->Size.x <= 0.0f)
5957
9
            window->AutoFitFramesX = 2;
5958
9
        if (window->Size.y <= 0.0f)
5959
9
            window->AutoFitFramesY = 2;
5960
9
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5961
9
    }
5962
9
}
5963
5964
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5965
9
{
5966
    // Create window the first time
5967
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5968
9
    ImGuiContext& g = *GImGui;
5969
9
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5970
9
    window->Flags = flags;
5971
9
    g.WindowsById.SetVoidPtr(window->ID, window);
5972
5973
9
    ImGuiWindowSettings* settings = NULL;
5974
9
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5975
6
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5976
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5977
5978
9
    InitOrLoadWindowSettings(window, settings);
5979
5980
9
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5981
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5982
9
    else
5983
9
        g.Windows.push_back(window);
5984
5985
9
    return window;
5986
9
}
5987
5988
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5989
0
{
5990
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5991
0
}
5992
5993
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5994
325k
{
5995
325k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5996
325k
}
5997
5998
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5999
399k
{
6000
    // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
6001
    // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
6002
399k
    ImGuiContext& g = *GImGui;
6003
399k
    ImVec2 size_min;
6004
399k
    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
6005
74.5k
    {
6006
74.5k
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
6007
74.5k
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
6008
74.5k
    }
6009
325k
    else
6010
325k
    {
6011
325k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
6012
325k
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6013
325k
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6014
325k
        size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
6015
325k
    }
6016
399k
    return size_min;
6017
399k
}
6018
6019
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
6020
266k
{
6021
266k
    ImGuiContext& g = *GImGui;
6022
266k
    ImVec2 new_size = size_desired;
6023
266k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6024
0
    {
6025
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6026
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6027
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6028
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6029
0
        if (g.NextWindowData.SizeCallback)
6030
0
        {
6031
0
            ImGuiSizeCallbackData data;
6032
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6033
0
            data.Pos = window->Pos;
6034
0
            data.CurrentSize = window->SizeFull;
6035
0
            data.DesiredSize = new_size;
6036
0
            g.NextWindowData.SizeCallback(&data);
6037
0
            new_size = data.DesiredSize;
6038
0
        }
6039
0
        new_size.x = IM_TRUNC(new_size.x);
6040
0
        new_size.y = IM_TRUNC(new_size.y);
6041
0
    }
6042
6043
    // Minimum size
6044
266k
    ImVec2 size_min = CalcWindowMinSize(window);
6045
266k
    return ImMax(new_size, size_min);
6046
266k
}
6047
6048
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6049
133k
{
6050
133k
    bool preserve_old_content_sizes = false;
6051
133k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6052
29.4k
        preserve_old_content_sizes = true;
6053
103k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6054
2.48k
        preserve_old_content_sizes = true;
6055
133k
    if (preserve_old_content_sizes)
6056
31.8k
    {
6057
31.8k
        *content_size_current = window->ContentSize;
6058
31.8k
        *content_size_ideal = window->ContentSizeIdeal;
6059
31.8k
        return;
6060
31.8k
    }
6061
6062
101k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6063
101k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6064
101k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6065
101k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6066
101k
}
6067
6068
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6069
133k
{
6070
133k
    ImGuiContext& g = *GImGui;
6071
133k
    ImGuiStyle& style = g.Style;
6072
133k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6073
133k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6074
133k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6075
133k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6076
133k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6077
0
    {
6078
        // Tooltip always resize
6079
0
        return size_desired;
6080
0
    }
6081
133k
    else
6082
133k
    {
6083
        // Maximum window size is determined by the viewport size or monitor size
6084
133k
        ImVec2 size_min = CalcWindowMinSize(window);
6085
133k
        ImVec2 size_max = (window->ViewportOwned || (window->Flags & ImGuiWindowFlags_ChildWindow)) ? ImVec2(FLT_MAX, FLT_MAX) : window->Viewport->WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6086
133k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6087
133k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0)
6088
0
            size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
6089
133k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
6090
6091
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6092
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6093
133k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6094
133k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6095
133k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6096
133k
        if (will_have_scrollbar_x)
6097
24.8k
            size_auto_fit.y += style.ScrollbarSize;
6098
133k
        if (will_have_scrollbar_y)
6099
633
            size_auto_fit.x += style.ScrollbarSize;
6100
133k
        return size_auto_fit;
6101
133k
    }
6102
133k
}
6103
6104
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6105
0
{
6106
0
    ImVec2 size_contents_current;
6107
0
    ImVec2 size_contents_ideal;
6108
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6109
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6110
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6111
0
    return size_final;
6112
0
}
6113
6114
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6115
103k
{
6116
103k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6117
0
        return ImGuiCol_PopupBg;
6118
103k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6119
24.8k
        return ImGuiCol_ChildBg;
6120
79.0k
    return ImGuiCol_WindowBg;
6121
103k
}
6122
6123
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6124
0
{
6125
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6126
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6127
0
    ImVec2 size_expected = pos_max - pos_min;
6128
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6129
0
    *out_pos = pos_min;
6130
0
    if (corner_norm.x == 0.0f)
6131
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6132
0
    if (corner_norm.y == 0.0f)
6133
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6134
0
    *out_size = size_constrained;
6135
0
}
6136
6137
// Data for resizing from resize grip / corner
6138
struct ImGuiResizeGripDef
6139
{
6140
    ImVec2  CornerPosN;
6141
    ImVec2  InnerDir;
6142
    int     AngleMin12, AngleMax12;
6143
};
6144
static const ImGuiResizeGripDef resize_grip_def[4] =
6145
{
6146
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6147
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6148
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6149
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6150
};
6151
6152
// Data for resizing from borders
6153
struct ImGuiResizeBorderDef
6154
{
6155
    ImVec2  InnerDir;               // Normal toward inside
6156
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6157
    float   OuterAngle;             // Angle toward outside
6158
};
6159
static const ImGuiResizeBorderDef resize_border_def[4] =
6160
{
6161
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6162
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6163
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6164
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6165
};
6166
6167
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6168
0
{
6169
0
    ImRect rect = window->Rect();
6170
0
    if (thickness == 0.0f)
6171
0
        rect.Max -= ImVec2(1, 1);
6172
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6173
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6174
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6175
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6176
0
    IM_ASSERT(0);
6177
0
    return ImRect();
6178
0
}
6179
6180
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6181
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6182
0
{
6183
0
    IM_ASSERT(n >= 0 && n < 4);
6184
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6185
0
    id = ImHashStr("#RESIZE", 0, id);
6186
0
    id = ImHashData(&n, sizeof(int), id);
6187
0
    return id;
6188
0
}
6189
6190
// Borders (Left, Right, Up, Down)
6191
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6192
0
{
6193
0
    IM_ASSERT(dir >= 0 && dir < 4);
6194
0
    int n = (int)dir + 4;
6195
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6196
0
    id = ImHashStr("#RESIZE", 0, id);
6197
0
    id = ImHashData(&n, sizeof(int), id);
6198
0
    return id;
6199
0
}
6200
6201
// Handle resize for: Resize Grips, Borders, Gamepad
6202
// Return true when using auto-fit (double-click on resize grip)
6203
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6204
103k
{
6205
103k
    ImGuiContext& g = *GImGui;
6206
103k
    ImGuiWindowFlags flags = window->Flags;
6207
6208
103k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6209
24.8k
        return false;
6210
79.0k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6211
54.2k
        return false;
6212
6213
24.8k
    int ret_auto_fit_mask = 0x00;
6214
24.8k
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6215
24.8k
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6216
24.8k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6217
6218
24.8k
    ImRect clamp_rect = visibility_rect;
6219
24.8k
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6220
24.8k
    if (window_move_from_title_bar)
6221
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6222
6223
24.8k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6224
24.8k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6225
6226
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6227
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6228
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6229
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6230
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6231
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6232
24.8k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6233
24.8k
    if (clip_with_viewport_rect)
6234
24.8k
        window->ClipRect = window->Viewport->GetMainRect();
6235
6236
    // Resize grips and borders are on layer 1
6237
24.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6238
6239
    // Manual resize grips
6240
24.8k
    PushID("#RESIZE");
6241
49.6k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6242
24.8k
    {
6243
24.8k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6244
24.8k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6245
6246
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6247
24.8k
        bool hovered, held;
6248
24.8k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6249
24.8k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6250
24.8k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6251
24.8k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6252
24.8k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6253
24.8k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6254
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6255
24.8k
        if (hovered || held)
6256
217
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6257
6258
24.8k
        if (held && g.IO.MouseDoubleClicked[0])
6259
0
        {
6260
            // Auto-fit when double-clicking
6261
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6262
0
            ret_auto_fit_mask = 0x03; // Both axises
6263
0
            ClearActiveID();
6264
0
        }
6265
24.8k
        else if (held)
6266
0
        {
6267
            // Resize from any of the four corners
6268
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6269
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6270
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6271
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6272
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6273
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6274
0
        }
6275
6276
        // Only lower-left grip is visible before hovering/activating
6277
24.8k
        if (resize_grip_n == 0 || held || hovered)
6278
24.8k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6279
24.8k
    }
6280
6281
24.8k
    int resize_border_mask = 0x00;
6282
24.8k
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6283
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6284
24.8k
    else
6285
24.8k
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6286
124k
    for (int border_n = 0; border_n < 4; border_n++)
6287
99.3k
    {
6288
99.3k
        if ((resize_border_mask & (1 << border_n)) == 0)
6289
99.3k
            continue;
6290
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6291
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6292
6293
0
        bool hovered, held;
6294
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6295
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6296
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6297
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6298
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6299
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6300
0
            hovered = false;
6301
0
        if (hovered || held)
6302
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6303
0
        if (held && g.IO.MouseDoubleClicked[0])
6304
0
        {
6305
            // Double-clicking bottom or right border auto-fit on this axis
6306
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6307
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6308
0
            {
6309
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6310
0
                ret_auto_fit_mask |= (1 << axis);
6311
0
                hovered = held = false; // So border doesn't show highlighted at new position
6312
0
            }
6313
0
            ClearActiveID();
6314
0
        }
6315
0
        else if (held)
6316
0
        {
6317
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6318
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6319
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6320
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6321
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6322
0
            {
6323
0
                g.WindowResizeBorderExpectedRect = border_rect;
6324
0
                g.WindowResizeRelativeMode = false;
6325
0
            }
6326
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6327
0
                g.WindowResizeRelativeMode = true;
6328
6329
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6330
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6331
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6332
6333
            // Use absolute mode position
6334
0
            ImVec2 border_target = window->Pos;
6335
0
            border_target[axis] = border_target_abs_mode_for_axis;
6336
6337
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6338
0
            bool ignore_resize = false;
6339
0
            if (g.WindowResizeRelativeMode)
6340
0
            {
6341
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6342
0
                border_target[axis] = border_target_rel_mode_for_axis;
6343
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6344
0
                    ignore_resize = true;
6345
0
            }
6346
6347
            // Clamp, apply
6348
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6349
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6350
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6351
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6352
0
            {
6353
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6354
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6355
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6356
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6357
0
            }
6358
0
            if (!ignore_resize)
6359
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6360
0
        }
6361
0
        if (hovered)
6362
0
            *border_hovered = border_n;
6363
0
        if (held)
6364
0
            *border_held = border_n;
6365
0
    }
6366
24.8k
    PopID();
6367
6368
    // Restore nav layer
6369
24.8k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6370
6371
    // Navigation resize (keyboard/gamepad)
6372
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6373
    // Not even sure the callback works here.
6374
24.8k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6375
0
    {
6376
0
        ImVec2 nav_resize_dir;
6377
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6378
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6379
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6380
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6381
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6382
0
        {
6383
0
            const float NAV_RESIZE_SPEED = 600.0f;
6384
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6385
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6386
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6387
0
            g.NavWindowingToggleLayer = false;
6388
0
            g.NavDisableMouseHover = true;
6389
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6390
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6391
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6392
0
            {
6393
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6394
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6395
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6396
0
            }
6397
0
        }
6398
0
    }
6399
6400
    // Apply back modified position/size to window
6401
24.8k
    if (size_target.x != FLT_MAX)
6402
0
        window->Size.x = window->SizeFull.x = size_target.x;
6403
24.8k
    if (size_target.y != FLT_MAX)
6404
0
        window->Size.y = window->SizeFull.y = size_target.y;
6405
24.8k
    if (pos_target.x != FLT_MAX)
6406
0
        window->Pos.x = ImTrunc(pos_target.x);
6407
24.8k
    if (pos_target.y != FLT_MAX)
6408
0
        window->Pos.y = ImTrunc(pos_target.y);
6409
24.8k
    if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX)
6410
0
        MarkIniSettingsDirty(window);
6411
6412
    // Recalculate next expected border expected coordinates
6413
24.8k
    if (*border_held != -1)
6414
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6415
6416
24.8k
    return ret_auto_fit_mask;
6417
79.0k
}
6418
6419
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6420
108k
{
6421
108k
    ImGuiContext& g = *GImGui;
6422
108k
    ImVec2 size_for_clamping = window->Size;
6423
108k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6424
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6425
108k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6426
108k
}
6427
6428
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6429
103k
{
6430
103k
    ImGuiContext& g = *GImGui;
6431
103k
    float rounding = window->WindowRounding;
6432
103k
    float border_size = window->WindowBorderSize;
6433
103k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6434
92.3k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6435
6436
103k
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6437
0
    {
6438
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6439
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6440
0
        const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6441
0
        const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6442
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6443
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6444
0
        window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
6445
0
    }
6446
103k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6447
0
    {
6448
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6449
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6450
0
    }
6451
103k
}
6452
6453
// Draw background and borders
6454
// Draw and handle scrollbars
6455
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6456
133k
{
6457
133k
    ImGuiContext& g = *GImGui;
6458
133k
    ImGuiStyle& style = g.Style;
6459
133k
    ImGuiWindowFlags flags = window->Flags;
6460
6461
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6462
133k
    IM_ASSERT(window->BeginCount == 0);
6463
133k
    window->SkipItems = false;
6464
6465
    // Draw window + handle manual resize
6466
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6467
133k
    const float window_rounding = window->WindowRounding;
6468
133k
    const float window_border_size = window->WindowBorderSize;
6469
133k
    if (window->Collapsed)
6470
29.4k
    {
6471
        // Title bar only
6472
29.4k
        const float backup_border_size = style.FrameBorderSize;
6473
29.4k
        g.Style.FrameBorderSize = window->WindowBorderSize;
6474
29.4k
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6475
29.4k
        if (window->ViewportOwned)
6476
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6477
29.4k
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6478
29.4k
        g.Style.FrameBorderSize = backup_border_size;
6479
29.4k
    }
6480
103k
    else
6481
103k
    {
6482
        // Window background
6483
103k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6484
103k
        {
6485
103k
            bool is_docking_transparent_payload = false;
6486
103k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6487
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6488
0
                    is_docking_transparent_payload = true;
6489
6490
103k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6491
103k
            if (window->ViewportOwned)
6492
0
            {
6493
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6494
0
                if (is_docking_transparent_payload)
6495
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6496
0
            }
6497
103k
            else
6498
103k
            {
6499
                // Adjust alpha. For docking
6500
103k
                bool override_alpha = false;
6501
103k
                float alpha = 1.0f;
6502
103k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6503
0
                {
6504
0
                    alpha = g.NextWindowData.BgAlphaVal;
6505
0
                    override_alpha = true;
6506
0
                }
6507
103k
                if (is_docking_transparent_payload)
6508
0
                {
6509
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6510
0
                    override_alpha = true;
6511
0
                }
6512
103k
                if (override_alpha)
6513
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6514
103k
            }
6515
6516
            // Render, for docked windows and host windows we ensure bg goes before decorations
6517
103k
            if (window->DockIsActive)
6518
0
                window->DockNode->LastBgColor = bg_col;
6519
103k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6520
103k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6521
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6522
103k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6523
103k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6524
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6525
103k
        }
6526
103k
        if (window->DockIsActive)
6527
0
            window->DockNode->IsBgDrawnThisFrame = true;
6528
6529
        // Title bar
6530
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6531
        // in order for their pos/size to be matching their undocking state.)
6532
103k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6533
79.0k
        {
6534
79.0k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6535
79.0k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6536
79.0k
        }
6537
6538
        // Menu bar
6539
103k
        if (flags & ImGuiWindowFlags_MenuBar)
6540
0
        {
6541
0
            ImRect menu_bar_rect = window->MenuBarRect();
6542
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6543
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6544
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6545
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6546
0
        }
6547
6548
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6549
103k
        ImGuiDockNode* node = window->DockNode;
6550
103k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6551
0
        {
6552
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6553
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6554
0
            ImVec2 p = node->Pos;
6555
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6556
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6557
0
            KeepAliveID(unhide_id);
6558
0
            bool hovered, held;
6559
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6560
0
                node->WantHiddenTabBarToggle = true;
6561
0
            else if (held && IsMouseDragging(0))
6562
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6563
6564
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6565
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6566
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6567
0
        }
6568
6569
        // Scrollbars
6570
103k
        if (window->ScrollbarX)
6571
24.8k
            Scrollbar(ImGuiAxis_X);
6572
103k
        if (window->ScrollbarY)
6573
25.6k
            Scrollbar(ImGuiAxis_Y);
6574
6575
        // Render resize grips (after their input handling so we don't have a frame of latency)
6576
103k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6577
79.0k
        {
6578
158k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6579
79.0k
            {
6580
79.0k
                const ImU32 col = resize_grip_col[resize_grip_n];
6581
79.0k
                if ((col & IM_COL32_A_MASK) == 0)
6582
54.2k
                    continue;
6583
24.8k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6584
24.8k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6585
24.8k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6586
24.8k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6587
24.8k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6588
24.8k
                window->DrawList->PathFillConvex(col);
6589
24.8k
            }
6590
79.0k
        }
6591
6592
        // Borders (for dock node host they will be rendered over after the tab bar)
6593
103k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6594
103k
            RenderWindowOuterBorders(window);
6595
103k
    }
6596
133k
}
6597
6598
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6599
// Render title text, collapse button, close button
6600
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6601
108k
{
6602
108k
    ImGuiContext& g = *GImGui;
6603
108k
    ImGuiStyle& style = g.Style;
6604
108k
    ImGuiWindowFlags flags = window->Flags;
6605
6606
108k
    const bool has_close_button = (p_open != NULL);
6607
108k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6608
6609
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6610
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6611
108k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6612
108k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6613
108k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6614
6615
    // Layout buttons
6616
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6617
108k
    float pad_l = style.FramePadding.x;
6618
108k
    float pad_r = style.FramePadding.x;
6619
108k
    float button_sz = g.FontSize;
6620
108k
    ImVec2 close_button_pos;
6621
108k
    ImVec2 collapse_button_pos;
6622
108k
    if (has_close_button)
6623
0
    {
6624
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6625
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6626
0
    }
6627
108k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6628
0
    {
6629
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6630
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6631
0
    }
6632
108k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6633
108k
    {
6634
108k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6635
108k
        pad_l += button_sz + style.ItemInnerSpacing.x;
6636
108k
    }
6637
6638
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6639
108k
    if (has_collapse_button)
6640
108k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6641
37
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6642
6643
    // Close button
6644
108k
    if (has_close_button)
6645
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6646
0
            *p_open = false;
6647
6648
108k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6649
108k
    g.CurrentItemFlags = item_flags_backup;
6650
6651
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6652
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6653
108k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6654
108k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6655
6656
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6657
    // while uncentered title text will still reach edges correctly.
6658
108k
    if (pad_l > style.FramePadding.x)
6659
108k
        pad_l += g.Style.ItemInnerSpacing.x;
6660
108k
    if (pad_r > style.FramePadding.x)
6661
0
        pad_r += g.Style.ItemInnerSpacing.x;
6662
108k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6663
0
    {
6664
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6665
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6666
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6667
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6668
0
    }
6669
6670
108k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6671
108k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6672
108k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6673
0
    {
6674
0
        ImVec2 marker_pos;
6675
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6676
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6677
0
        if (marker_pos.x > layout_r.Min.x)
6678
0
        {
6679
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6680
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6681
0
        }
6682
0
    }
6683
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6684
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6685
108k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6686
108k
}
6687
6688
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6689
133k
{
6690
133k
    window->ParentWindow = parent_window;
6691
133k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6692
133k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6693
24.8k
    {
6694
24.8k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6695
24.8k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6696
24.8k
            window->RootWindow = parent_window->RootWindow;
6697
24.8k
    }
6698
133k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6699
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6700
133k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6701
24.8k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6702
133k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6703
0
    {
6704
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6705
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6706
0
    }
6707
133k
}
6708
6709
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6710
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6711
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6712
// - WindowA            // FindBlockingModal() returns Modal1
6713
//   - WindowB          //                  .. returns Modal1
6714
//   - Modal1           //                  .. returns Modal2
6715
//      - WindowC       //                  .. returns Modal2
6716
//          - WindowD   //                  .. returns Modal2
6717
//          - Modal2    //                  .. returns Modal2
6718
//            - WindowE //                  .. returns NULL
6719
// Notes:
6720
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6721
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6722
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6723
180
{
6724
180
    ImGuiContext& g = *GImGui;
6725
180
    if (g.OpenPopupStack.Size <= 0)
6726
180
        return NULL;
6727
6728
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6729
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6730
0
    {
6731
0
        ImGuiWindow* popup_window = popup_data.Window;
6732
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6733
0
            continue;
6734
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6735
0
            continue;
6736
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6737
0
            return popup_window;
6738
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6739
0
            continue;
6740
0
        return popup_window;                                        // Place window right below first block modal
6741
0
    }
6742
0
    return NULL;
6743
0
}
6744
6745
// Push a new Dear ImGui window to add widgets to.
6746
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6747
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6748
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6749
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6750
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6751
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6752
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6753
133k
{
6754
133k
    ImGuiContext& g = *GImGui;
6755
133k
    const ImGuiStyle& style = g.Style;
6756
133k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6757
133k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6758
133k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6759
6760
    // Find or create
6761
133k
    ImGuiWindow* window = FindWindowByName(name);
6762
133k
    const bool window_just_created = (window == NULL);
6763
133k
    if (window_just_created)
6764
9
        window = CreateNewWindow(name, flags);
6765
6766
    // Automatically disable manual moving/resizing when NoInputs is set
6767
133k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6768
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6769
6770
133k
    if (flags & ImGuiWindowFlags_NavFlattened)
6771
133k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6772
6773
133k
    const int current_frame = g.FrameCount;
6774
133k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6775
133k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6776
6777
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6778
133k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6779
133k
    if (flags & ImGuiWindowFlags_Popup)
6780
0
    {
6781
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6782
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6783
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6784
0
    }
6785
6786
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6787
133k
    const bool window_was_appearing = window->Appearing;
6788
133k
    if (first_begin_of_the_frame)
6789
133k
    {
6790
133k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6791
133k
        window->Appearing = window_just_activated_by_user;
6792
133k
        if (window->Appearing)
6793
28
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6794
133k
        window->FlagsPreviousFrame = window->Flags;
6795
133k
        window->Flags = (ImGuiWindowFlags)flags;
6796
133k
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6797
133k
        window->LastFrameActive = current_frame;
6798
133k
        window->LastTimeActive = (float)g.Time;
6799
133k
        window->BeginOrderWithinParent = 0;
6800
133k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6801
133k
    }
6802
0
    else
6803
0
    {
6804
0
        flags = window->Flags;
6805
0
    }
6806
6807
    // Docking
6808
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6809
133k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6810
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6811
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6812
133k
    if (first_begin_of_the_frame)
6813
133k
    {
6814
133k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6815
133k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6816
133k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6817
133k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6818
133k
        if (has_dock_node || new_auto_dock_node)
6819
0
        {
6820
0
            BeginDocked(window, p_open);
6821
0
            flags = window->Flags;
6822
0
            if (window->DockIsActive)
6823
0
            {
6824
0
                IM_ASSERT(window->DockNode != NULL);
6825
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6826
0
            }
6827
6828
            // Amend the Appearing flag
6829
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6830
0
            {
6831
0
                window->Appearing = true;
6832
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6833
0
            }
6834
0
        }
6835
133k
        else
6836
133k
        {
6837
133k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6838
133k
        }
6839
133k
    }
6840
6841
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6842
133k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6843
133k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6844
133k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6845
6846
    // We allow window memory to be compacted so recreate the base stack when needed.
6847
133k
    if (window->IDStack.Size == 0)
6848
0
        window->IDStack.push_back(window->ID);
6849
6850
    // Add to stack
6851
133k
    g.CurrentWindow = window;
6852
133k
    ImGuiWindowStackData window_stack_data;
6853
133k
    window_stack_data.Window = window;
6854
133k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6855
133k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6856
133k
    g.CurrentWindowStack.push_back(window_stack_data);
6857
133k
    if (flags & ImGuiWindowFlags_ChildMenu)
6858
0
        g.BeginMenuCount++;
6859
6860
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6861
133k
    if (first_begin_of_the_frame)
6862
133k
    {
6863
133k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6864
133k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6865
133k
    }
6866
6867
    // Add to focus scope stack
6868
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6869
133k
    PushFocusScope(window->ID);
6870
133k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6871
133k
    g.CurrentWindow = NULL;
6872
6873
    // Add to popup stack
6874
133k
    if (flags & ImGuiWindowFlags_Popup)
6875
0
    {
6876
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6877
0
        popup_ref.Window = window;
6878
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6879
0
        g.BeginPopupStack.push_back(popup_ref);
6880
0
        window->PopupId = popup_ref.PopupId;
6881
0
    }
6882
6883
    // Process SetNextWindow***() calls
6884
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6885
133k
    bool window_pos_set_by_api = false;
6886
133k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6887
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6888
0
    {
6889
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6890
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6891
0
        {
6892
            // May be processed on the next frame if this is our first frame and we are measuring size
6893
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6894
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6895
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6896
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6897
0
        }
6898
0
        else
6899
0
        {
6900
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6901
0
        }
6902
0
    }
6903
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6904
79.0k
    {
6905
79.0k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6906
79.0k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6907
79.0k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6908
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6909
79.0k
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6910
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6911
79.0k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6912
79.0k
    }
6913
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6914
0
    {
6915
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6916
0
        {
6917
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6918
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6919
0
        }
6920
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6921
0
        {
6922
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6923
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6924
0
        }
6925
0
    }
6926
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6927
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6928
133k
    else if (first_begin_of_the_frame)
6929
133k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6930
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6931
0
        window->WindowClass = g.NextWindowData.WindowClass;
6932
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6933
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6934
133k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6935
0
        FocusWindow(window);
6936
133k
    if (window->Appearing)
6937
28
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6938
6939
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6940
133k
    if (first_begin_of_the_frame)
6941
133k
    {
6942
        // Initialize
6943
133k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6944
133k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6945
133k
        window->Active = true;
6946
133k
        window->HasCloseButton = (p_open != NULL);
6947
133k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6948
133k
        window->IDStack.resize(1);
6949
133k
        window->DrawList->_ResetForNewFrame();
6950
133k
        window->DC.CurrentTableIdx = -1;
6951
133k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6952
0
        {
6953
0
            window->DrawList->ChannelsSplit(2);
6954
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6955
0
        }
6956
6957
        // Restore buffer capacity when woken from a compacted state, to avoid
6958
133k
        if (window->MemoryCompacted)
6959
0
            GcAwakeTransientWindowBuffers(window);
6960
6961
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6962
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6963
133k
        bool window_title_visible_elsewhere = false;
6964
133k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6965
0
            window_title_visible_elsewhere = true;
6966
133k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6967
0
            window_title_visible_elsewhere = true;
6968
133k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6969
0
        {
6970
0
            size_t buf_len = (size_t)window->NameBufLen;
6971
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6972
0
            window->NameBufLen = (int)buf_len;
6973
0
        }
6974
6975
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6976
6977
        // Update contents size from last frame for auto-fitting (or use explicit size)
6978
133k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6979
6980
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6981
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6982
        // it has a single usage before this code block and may be set below before it is finally checked.
6983
133k
        if (window->HiddenFramesCanSkipItems > 0)
6984
2.48k
            window->HiddenFramesCanSkipItems--;
6985
133k
        if (window->HiddenFramesCannotSkipItems > 0)
6986
6
            window->HiddenFramesCannotSkipItems--;
6987
133k
        if (window->HiddenFramesForRenderOnly > 0)
6988
0
            window->HiddenFramesForRenderOnly--;
6989
6990
        // Hide new windows for one frame until they calculate their size
6991
133k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6992
3
            window->HiddenFramesCannotSkipItems = 1;
6993
6994
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6995
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6996
133k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6997
0
        {
6998
0
            window->HiddenFramesCannotSkipItems = 1;
6999
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
7000
0
            {
7001
0
                if (!window_size_x_set_by_api)
7002
0
                    window->Size.x = window->SizeFull.x = 0.f;
7003
0
                if (!window_size_y_set_by_api)
7004
0
                    window->Size.y = window->SizeFull.y = 0.f;
7005
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7006
0
            }
7007
0
        }
7008
7009
        // SELECT VIEWPORT
7010
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7011
7012
133k
        WindowSelectViewport(window);
7013
133k
        SetCurrentViewport(window, window->Viewport);
7014
133k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7015
133k
        SetCurrentWindow(window);
7016
133k
        flags = window->Flags;
7017
7018
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7019
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7020
7021
133k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7022
24.8k
            window->WindowBorderSize = style.ChildBorderSize;
7023
108k
        else
7024
108k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7025
133k
        window->WindowPadding = style.WindowPadding;
7026
133k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7027
11.6k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7028
7029
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7030
133k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7031
133k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7032
7033
133k
        bool use_current_size_for_scrollbar_x = window_just_created;
7034
133k
        bool use_current_size_for_scrollbar_y = window_just_created;
7035
7036
        // Collapse window by double-clicking on title bar
7037
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7038
133k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7039
108k
        {
7040
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7041
108k
            ImRect title_bar_rect = window->TitleBarRect();
7042
108k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7043
3
                window->WantCollapseToggle = true;
7044
108k
            if (window->WantCollapseToggle)
7045
40
            {
7046
40
                window->Collapsed = !window->Collapsed;
7047
40
                if (!window->Collapsed)
7048
19
                    use_current_size_for_scrollbar_y = true;
7049
40
                MarkIniSettingsDirty(window);
7050
40
            }
7051
108k
        }
7052
24.8k
        else
7053
24.8k
        {
7054
24.8k
            window->Collapsed = false;
7055
24.8k
        }
7056
133k
        window->WantCollapseToggle = false;
7057
7058
        // SIZE
7059
7060
        // Outer Decoration Sizes
7061
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7062
133k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7063
133k
        window->DecoOuterSizeX1 = 0.0f;
7064
133k
        window->DecoOuterSizeX2 = 0.0f;
7065
133k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7066
133k
        window->DecoOuterSizeY2 = 0.0f;
7067
133k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7068
7069
        // Calculate auto-fit size, handle automatic resize
7070
133k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7071
133k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7072
0
        {
7073
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7074
0
            if (!window_size_x_set_by_api)
7075
0
            {
7076
0
                window->SizeFull.x = size_auto_fit.x;
7077
0
                use_current_size_for_scrollbar_x = true;
7078
0
            }
7079
0
            if (!window_size_y_set_by_api)
7080
0
            {
7081
0
                window->SizeFull.y = size_auto_fit.y;
7082
0
                use_current_size_for_scrollbar_y = true;
7083
0
            }
7084
0
        }
7085
133k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7086
6
        {
7087
            // Auto-fit may only grow window during the first few frames
7088
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7089
6
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7090
6
            {
7091
6
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7092
6
                use_current_size_for_scrollbar_x = true;
7093
6
            }
7094
6
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7095
6
            {
7096
6
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7097
6
                use_current_size_for_scrollbar_y = true;
7098
6
            }
7099
6
            if (!window->Collapsed)
7100
6
                MarkIniSettingsDirty(window);
7101
6
        }
7102
7103
        // Apply minimum/maximum window size constraints and final size
7104
133k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7105
133k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7106
7107
        // POSITION
7108
7109
        // Popup latch its initial position, will position itself when it appears next frame
7110
133k
        if (window_just_activated_by_user)
7111
28
        {
7112
28
            window->AutoPosLastDirection = ImGuiDir_None;
7113
28
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7114
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7115
28
        }
7116
7117
        // Position child window
7118
133k
        if (flags & ImGuiWindowFlags_ChildWindow)
7119
24.8k
        {
7120
24.8k
            IM_ASSERT(parent_window && parent_window->Active);
7121
24.8k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7122
24.8k
            parent_window->DC.ChildWindows.push_back(window);
7123
24.8k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7124
24.8k
                window->Pos = parent_window->DC.CursorPos;
7125
24.8k
        }
7126
7127
133k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7128
133k
        if (window_pos_with_pivot)
7129
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7130
133k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7131
0
            window->Pos = FindBestWindowPosForPopup(window);
7132
133k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7133
0
            window->Pos = FindBestWindowPosForPopup(window);
7134
133k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7135
0
            window->Pos = FindBestWindowPosForPopup(window);
7136
7137
        // Late create viewport if we don't fit within our current host viewport.
7138
133k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7139
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7140
0
            {
7141
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7142
                //ImGuiViewport* old_viewport = window->Viewport;
7143
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7144
7145
                // FIXME-DPI
7146
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7147
0
                SetCurrentViewport(window, window->Viewport);
7148
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7149
0
                SetCurrentWindow(window);
7150
0
            }
7151
7152
133k
        if (window->ViewportOwned)
7153
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7154
7155
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7156
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7157
133k
        ImRect viewport_rect(window->Viewport->GetMainRect());
7158
133k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7159
133k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7160
133k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7161
7162
        // Clamp position/size so window stays visible within its viewport or monitor
7163
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7164
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7165
133k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7166
108k
        {
7167
108k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7168
108k
            {
7169
108k
                ClampWindowPos(window, visibility_rect);
7170
108k
            }
7171
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7172
0
            {
7173
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7174
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7175
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7176
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7177
0
                ClampWindowPos(window, visibility_rect);
7178
0
            }
7179
108k
        }
7180
133k
        window->Pos = ImTrunc(window->Pos);
7181
7182
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7183
        // Large values tend to lead to variety of artifacts and are not recommended.
7184
133k
        if (window->ViewportOwned || window->DockIsActive)
7185
0
            window->WindowRounding = 0.0f;
7186
133k
        else
7187
133k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7188
7189
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7190
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7191
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7192
7193
        // Apply window focus (new and reactivated windows are moved to front)
7194
133k
        bool want_focus = false;
7195
133k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7196
28
        {
7197
28
            if (flags & ImGuiWindowFlags_Popup)
7198
0
                want_focus = true;
7199
28
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7200
6
                want_focus = true;
7201
28
        }
7202
7203
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7204
#ifdef IMGUI_ENABLE_TEST_ENGINE
7205
        if (g.TestEngineHookItems)
7206
        {
7207
            IM_ASSERT(window->IDStack.Size == 1);
7208
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7209
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7210
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7211
            window->IDStack.Size = 1;
7212
        }
7213
#endif
7214
7215
        // Decide if we are going to handle borders and resize grips
7216
133k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7217
7218
        // Handle manual resize: Resize Grips, Borders, Gamepad
7219
133k
        int border_hovered = -1, border_held = -1;
7220
133k
        ImU32 resize_grip_col[4] = {};
7221
133k
        const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7222
133k
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7223
133k
        if (handle_borders_and_resize_grips && !window->Collapsed)
7224
103k
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7225
0
            {
7226
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7227
0
                    use_current_size_for_scrollbar_x = true;
7228
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7229
0
                    use_current_size_for_scrollbar_y = true;
7230
0
            }
7231
133k
        window->ResizeBorderHovered = (signed char)border_hovered;
7232
133k
        window->ResizeBorderHeld = (signed char)border_held;
7233
7234
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7235
133k
        if (window->ViewportOwned)
7236
0
        {
7237
0
            if (!window->Viewport->PlatformRequestMove)
7238
0
                window->Viewport->Pos = window->Pos;
7239
0
            if (!window->Viewport->PlatformRequestResize)
7240
0
                window->Viewport->Size = window->Size;
7241
0
            window->Viewport->UpdateWorkRect();
7242
0
            viewport_rect = window->Viewport->GetMainRect();
7243
0
        }
7244
7245
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7246
133k
        window->ViewportPos = window->Viewport->Pos;
7247
7248
        // SCROLLBAR VISIBILITY
7249
7250
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7251
133k
        if (!window->Collapsed)
7252
103k
        {
7253
            // When reading the current size we need to read it after size constraints have been applied.
7254
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7255
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7256
103k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7257
103k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7258
103k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7259
103k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7260
103k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7261
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7262
103k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7263
103k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7264
103k
            if (window->ScrollbarX && !window->ScrollbarY)
7265
2.53k
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7266
103k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7267
7268
            // Amend the partially filled window->DecorationXXX values.
7269
103k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7270
103k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7271
103k
        }
7272
7273
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7274
        // Update various regions. Variables they depend on should be set above in this function.
7275
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7276
7277
        // Outer rectangle
7278
        // Not affected by window border size. Used by:
7279
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7280
        // - Begin() initial clipping rect for drawing window background and borders.
7281
        // - Begin() clipping whole child
7282
133k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7283
133k
        const ImRect outer_rect = window->Rect();
7284
133k
        const ImRect title_bar_rect = window->TitleBarRect();
7285
133k
        window->OuterRectClipped = outer_rect;
7286
133k
        if (window->DockIsActive)
7287
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7288
133k
        window->OuterRectClipped.ClipWith(host_rect);
7289
7290
        // Inner rectangle
7291
        // Not affected by window border size. Used by:
7292
        // - InnerClipRect
7293
        // - ScrollToRectEx()
7294
        // - NavUpdatePageUpPageDown()
7295
        // - Scrollbar()
7296
133k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7297
133k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7298
133k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7299
133k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7300
7301
        // Inner clipping rectangle.
7302
        // Will extend a little bit outside the normal work region.
7303
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7304
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7305
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7306
        // Affected by window/frame border size. Used by:
7307
        // - Begin() initial clip rect
7308
133k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7309
133k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7310
133k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7311
133k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7312
133k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7313
133k
        window->InnerClipRect.ClipWithFull(host_rect);
7314
7315
        // Default item width. Make it proportional to window size if window manually resizes
7316
133k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7317
133k
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7318
0
        else
7319
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7320
7321
        // SCROLLING
7322
7323
        // Lock down maximum scrolling
7324
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7325
        // for right/bottom aligned items without creating a scrollbar.
7326
133k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7327
133k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7328
7329
        // Apply scrolling
7330
133k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7331
133k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7332
133k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7333
7334
        // DRAWING
7335
7336
        // Setup draw list and outer clipping rectangle
7337
133k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7338
133k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7339
133k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7340
7341
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7342
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7343
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7344
133k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7345
133k
        if (is_undocked_or_docked_visible)
7346
133k
        {
7347
133k
            bool render_decorations_in_parent = false;
7348
133k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7349
24.8k
            {
7350
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7351
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7352
24.8k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7353
24.8k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7354
24.8k
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7355
24.8k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7356
24.8k
                    render_decorations_in_parent = true;
7357
24.8k
            }
7358
133k
            if (render_decorations_in_parent)
7359
24.8k
                window->DrawList = parent_window->DrawList;
7360
7361
            // Handle title bar, scrollbar, resize grips and resize borders
7362
133k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7363
133k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7364
133k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7365
7366
133k
            if (render_decorations_in_parent)
7367
24.8k
                window->DrawList = &window->DrawListInst;
7368
133k
        }
7369
7370
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7371
7372
        // Work rectangle.
7373
        // Affected by window padding and border size. Used by:
7374
        // - Columns() for right-most edge
7375
        // - TreeNode(), CollapsingHeader() for right-most edge
7376
        // - BeginTabBar() for right-most edge
7377
133k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7378
133k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7379
133k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7380
133k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7381
133k
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7382
133k
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7383
133k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7384
133k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7385
133k
        window->ParentWorkRect = window->WorkRect;
7386
7387
        // [LEGACY] Content Region
7388
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7389
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7390
        // Used by:
7391
        // - Mouse wheel scrolling + many other things
7392
133k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7393
133k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7394
133k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7395
133k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7396
7397
        // Setup drawing context
7398
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7399
133k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7400
133k
        window->DC.GroupOffset.x = 0.0f;
7401
133k
        window->DC.ColumnsOffset.x = 0.0f;
7402
7403
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7404
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7405
133k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7406
133k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7407
133k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7408
133k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7409
133k
        window->DC.CursorPos = window->DC.CursorStartPos;
7410
133k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7411
133k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7412
133k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7413
133k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7414
133k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7415
133k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7416
7417
133k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7418
133k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7419
133k
        window->DC.NavLayersActiveMaskNext = 0x00;
7420
133k
        window->DC.NavIsScrollPushableX = true;
7421
133k
        window->DC.NavHideHighlightOneFrame = false;
7422
133k
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7423
7424
133k
        window->DC.MenuBarAppending = false;
7425
133k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7426
133k
        window->DC.TreeDepth = 0;
7427
133k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7428
133k
        window->DC.ChildWindows.resize(0);
7429
133k
        window->DC.StateStorage = &window->StateStorage;
7430
133k
        window->DC.CurrentColumns = NULL;
7431
133k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7432
133k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7433
7434
133k
        window->DC.ItemWidth = window->ItemWidthDefault;
7435
133k
        window->DC.TextWrapPos = -1.0f; // disabled
7436
133k
        window->DC.ItemWidthStack.resize(0);
7437
133k
        window->DC.TextWrapPosStack.resize(0);
7438
7439
133k
        if (window->AutoFitFramesX > 0)
7440
6
            window->AutoFitFramesX--;
7441
133k
        if (window->AutoFitFramesY > 0)
7442
6
            window->AutoFitFramesY--;
7443
7444
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7445
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7446
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7447
        // - Position window behind the modal that is not a begin-parent of this window.
7448
133k
        if (want_focus)
7449
6
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7450
133k
        if (want_focus && window == g.NavWindow)
7451
6
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7452
7453
        // Close requested by platform window (apply to all windows in this viewport)
7454
133k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7455
0
        {
7456
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7457
0
            *p_open = false;
7458
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7459
0
        }
7460
7461
        // Title bar
7462
133k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7463
108k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7464
7465
        // Clear hit test shape every frame
7466
133k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7467
7468
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7469
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7470
        // Maybe we can support CTRL+C on every element?
7471
        /*
7472
        //if (g.NavWindow == window && g.ActiveId == 0)
7473
        if (g.ActiveId == window->MoveId)
7474
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7475
                LogToClipboard();
7476
        */
7477
7478
133k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7479
133k
        {
7480
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7481
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7482
133k
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7483
246
                BeginDockableDragDropSource(window);
7484
7485
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7486
133k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7487
125
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7488
81
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7489
81
                        BeginDockableDragDropTarget(window);
7490
133k
        }
7491
7492
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7493
        // This is useful to allow creating context menus on title bar only, etc.
7494
133k
        if (window->DockIsActive)
7495
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7496
133k
        else
7497
133k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7498
7499
        // [DEBUG]
7500
133k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7501
133k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7502
0
            DebugLocateItemResolveWithLastItem();
7503
133k
#endif
7504
7505
        // [Test Engine] Register title bar / tab with MoveId.
7506
#ifdef IMGUI_ENABLE_TEST_ENGINE
7507
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7508
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7509
#endif
7510
133k
    }
7511
0
    else
7512
0
    {
7513
        // Append
7514
0
        SetCurrentViewport(window, window->Viewport);
7515
0
        SetCurrentWindow(window);
7516
0
    }
7517
7518
133k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7519
133k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7520
7521
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7522
133k
    window->WriteAccessed = false;
7523
133k
    window->BeginCount++;
7524
133k
    g.NextWindowData.ClearFlags();
7525
7526
    // Update visibility
7527
133k
    if (first_begin_of_the_frame)
7528
133k
    {
7529
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7530
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7531
        // This is analogous to regular windows being hidden from one frame.
7532
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7533
133k
        if (window->DockIsActive && !window->DockTabIsVisible)
7534
0
        {
7535
0
            if (window->LastFrameJustFocused == g.FrameCount)
7536
0
                window->HiddenFramesCannotSkipItems = 1;
7537
0
            else
7538
0
                window->HiddenFramesCanSkipItems = 1;
7539
0
        }
7540
7541
133k
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7542
24.8k
        {
7543
            // Child window can be out of sight and have "negative" clip windows.
7544
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7545
24.8k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7546
24.8k
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7547
24.8k
            if (!g.LogEnabled && !nav_request)
7548
24.8k
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7549
2.48k
                {
7550
2.48k
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7551
0
                        window->HiddenFramesCannotSkipItems = 1;
7552
2.48k
                    else
7553
2.48k
                        window->HiddenFramesCanSkipItems = 1;
7554
2.48k
                }
7555
7556
            // Hide along with parent or if parent is collapsed
7557
24.8k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7558
0
                window->HiddenFramesCanSkipItems = 1;
7559
24.8k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7560
3
                window->HiddenFramesCannotSkipItems = 1;
7561
24.8k
        }
7562
7563
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7564
133k
        if (style.Alpha <= 0.0f)
7565
0
            window->HiddenFramesCanSkipItems = 1;
7566
7567
        // Update the Hidden flag
7568
133k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7569
133k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7570
7571
        // Disable inputs for requested number of frames
7572
133k
        if (window->DisableInputsFrames > 0)
7573
0
        {
7574
0
            window->DisableInputsFrames--;
7575
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7576
0
        }
7577
7578
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7579
133k
        bool skip_items = false;
7580
133k
        if (window->Collapsed || !window->Active || hidden_regular)
7581
31.9k
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7582
31.8k
                skip_items = true;
7583
133k
        window->SkipItems = skip_items;
7584
7585
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7586
133k
        if (window->SkipItems)
7587
31.8k
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7588
7589
        // Sanity check: there are two spots which can set Appearing = true
7590
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7591
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7592
133k
        if (window->SkipItems && !window->Appearing)
7593
133k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7594
133k
    }
7595
7596
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7597
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7598
133k
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7599
0
    {
7600
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7601
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7602
0
        return false;
7603
0
    }
7604
7605
133k
    return !window->SkipItems;
7606
133k
}
7607
7608
void ImGui::End()
7609
133k
{
7610
133k
    ImGuiContext& g = *GImGui;
7611
133k
    ImGuiWindow* window = g.CurrentWindow;
7612
7613
    // Error checking: verify that user hasn't called End() too many times!
7614
133k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7615
0
    {
7616
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7617
0
        return;
7618
0
    }
7619
133k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7620
7621
    // Error checking: verify that user doesn't directly call End() on a child window.
7622
133k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7623
133k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7624
7625
    // Close anything that is open
7626
133k
    if (window->DC.CurrentColumns)
7627
0
        EndColumns();
7628
133k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7629
133k
        PopClipRect();
7630
133k
    PopFocusScope();
7631
7632
    // Stop logging
7633
133k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7634
108k
        LogFinish();
7635
7636
133k
    if (window->DC.IsSetPos)
7637
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7638
7639
    // Docking: report contents sizes to parent to allow for auto-resize
7640
133k
    if (window->DockNode && window->DockTabIsVisible)
7641
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7642
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7643
7644
    // Pop from window stack
7645
133k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7646
133k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7647
0
        g.BeginMenuCount--;
7648
133k
    if (window->Flags & ImGuiWindowFlags_Popup)
7649
0
        g.BeginPopupStack.pop_back();
7650
133k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7651
133k
    g.CurrentWindowStack.pop_back();
7652
133k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7653
133k
    if (g.CurrentWindow)
7654
79.0k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7655
133k
}
7656
7657
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7658
9.02k
{
7659
9.02k
    ImGuiContext& g = *GImGui;
7660
9.02k
    IM_ASSERT(window == window->RootWindow);
7661
7662
9.02k
    const int cur_order = window->FocusOrder;
7663
9.02k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7664
9.02k
    if (g.WindowsFocusOrder.back() == window)
7665
9.02k
        return;
7666
7667
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7668
0
    for (int n = cur_order; n < new_order; n++)
7669
0
    {
7670
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7671
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7672
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7673
0
    }
7674
0
    g.WindowsFocusOrder[new_order] = window;
7675
0
    window->FocusOrder = (short)new_order;
7676
0
}
7677
7678
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7679
9.02k
{
7680
9.02k
    ImGuiContext& g = *GImGui;
7681
9.02k
    ImGuiWindow* current_front_window = g.Windows.back();
7682
9.02k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7683
9.02k
        return;
7684
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7685
0
        if (g.Windows[i] == window)
7686
0
        {
7687
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7688
0
            g.Windows[g.Windows.Size - 1] = window;
7689
0
            break;
7690
0
        }
7691
0
}
7692
7693
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7694
0
{
7695
0
    ImGuiContext& g = *GImGui;
7696
0
    if (g.Windows[0] == window)
7697
0
        return;
7698
0
    for (int i = 0; i < g.Windows.Size; i++)
7699
0
        if (g.Windows[i] == window)
7700
0
        {
7701
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7702
0
            g.Windows[0] = window;
7703
0
            break;
7704
0
        }
7705
0
}
7706
7707
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7708
0
{
7709
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7710
0
    ImGuiContext& g = *GImGui;
7711
0
    window = window->RootWindow;
7712
0
    behind_window = behind_window->RootWindow;
7713
0
    int pos_wnd = FindWindowDisplayIndex(window);
7714
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7715
0
    if (pos_wnd < pos_beh)
7716
0
    {
7717
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7718
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7719
0
        g.Windows[pos_beh - 1] = window;
7720
0
    }
7721
0
    else
7722
0
    {
7723
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7724
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7725
0
        g.Windows[pos_beh] = window;
7726
0
    }
7727
0
}
7728
7729
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7730
0
{
7731
0
    ImGuiContext& g = *GImGui;
7732
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7733
0
}
7734
7735
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7736
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7737
17.1k
{
7738
17.1k
    ImGuiContext& g = *GImGui;
7739
7740
    // Modal check?
7741
17.1k
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7742
180
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7743
0
        {
7744
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7745
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7746
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7747
0
            return;
7748
0
        }
7749
7750
    // Find last focused child (if any) and focus it instead.
7751
17.1k
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7752
6
        window = NavRestoreLastChildNavWindow(window);
7753
7754
    // Apply focus
7755
17.1k
    if (g.NavWindow != window)
7756
6.11k
    {
7757
6.11k
        SetNavWindow(window);
7758
6.11k
        if (window && g.NavDisableMouseHover)
7759
871
            g.NavMousePosDirty = true;
7760
6.11k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7761
6.11k
        g.NavLayer = ImGuiNavLayer_Main;
7762
6.11k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7763
6.11k
        g.NavIdIsAlive = false;
7764
6.11k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7765
7766
        // Close popups if any
7767
6.11k
        ClosePopupsOverWindow(window, false);
7768
6.11k
    }
7769
7770
    // Move the root window to the top of the pile
7771
17.1k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7772
17.1k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7773
17.1k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7774
17.1k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7775
17.1k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7776
7777
    // Steal active widgets. Some of the cases it triggers includes:
7778
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7779
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7780
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7781
17.1k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7782
63
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7783
19
            ClearActiveID();
7784
7785
    // Passing NULL allow to disable keyboard focus
7786
17.1k
    if (!window)
7787
8.17k
        return;
7788
9.02k
    window->LastFrameJustFocused = g.FrameCount;
7789
7790
    // Select in dock node
7791
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7792
    //if (dock_node && dock_node->TabBar)
7793
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7794
7795
    // Bring to front
7796
9.02k
    BringWindowToFocusFront(focus_front_window);
7797
9.02k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7798
9.02k
        BringWindowToDisplayFront(display_front_window);
7799
9.02k
}
7800
7801
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7802
6
{
7803
6
    ImGuiContext& g = *GImGui;
7804
6
    int start_idx = g.WindowsFocusOrder.Size - 1;
7805
6
    if (under_this_window != NULL)
7806
0
    {
7807
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7808
0
        int offset = -1;
7809
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7810
0
        {
7811
0
            under_this_window = under_this_window->ParentWindow;
7812
0
            offset = 0;
7813
0
        }
7814
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7815
0
    }
7816
6
    for (int i = start_idx; i >= 0; i--)
7817
6
    {
7818
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7819
6
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7820
6
        if (window == ignore_window || !window->WasActive)
7821
0
            continue;
7822
6
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7823
0
            continue;
7824
6
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7825
6
        {
7826
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7827
            // This is failing (lagging by one frame) for docked windows.
7828
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7829
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7830
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7831
6
            FocusWindow(window, flags);
7832
6
            return;
7833
6
        }
7834
6
    }
7835
0
    FocusWindow(NULL, flags);
7836
0
}
7837
7838
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7839
void ImGui::SetCurrentFont(ImFont* font)
7840
54.2k
{
7841
54.2k
    ImGuiContext& g = *GImGui;
7842
54.2k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7843
54.2k
    IM_ASSERT(font->Scale > 0.0f);
7844
54.2k
    g.Font = font;
7845
54.2k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7846
54.2k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7847
7848
54.2k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7849
54.2k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7850
54.2k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7851
54.2k
    g.DrawListSharedData.Font = g.Font;
7852
54.2k
    g.DrawListSharedData.FontSize = g.FontSize;
7853
54.2k
}
7854
7855
void ImGui::PushFont(ImFont* font)
7856
0
{
7857
0
    ImGuiContext& g = *GImGui;
7858
0
    if (!font)
7859
0
        font = GetDefaultFont();
7860
0
    SetCurrentFont(font);
7861
0
    g.FontStack.push_back(font);
7862
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7863
0
}
7864
7865
void  ImGui::PopFont()
7866
0
{
7867
0
    ImGuiContext& g = *GImGui;
7868
0
    g.CurrentWindow->DrawList->PopTextureID();
7869
0
    g.FontStack.pop_back();
7870
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7871
0
}
7872
7873
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7874
24.8k
{
7875
24.8k
    ImGuiContext& g = *GImGui;
7876
24.8k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7877
24.8k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7878
24.8k
    if (enabled)
7879
0
        item_flags |= option;
7880
24.8k
    else
7881
24.8k
        item_flags &= ~option;
7882
24.8k
    g.CurrentItemFlags = item_flags;
7883
24.8k
    g.ItemFlagsStack.push_back(item_flags);
7884
24.8k
}
7885
7886
void ImGui::PopItemFlag()
7887
24.8k
{
7888
24.8k
    ImGuiContext& g = *GImGui;
7889
24.8k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7890
24.8k
    g.ItemFlagsStack.pop_back();
7891
24.8k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7892
24.8k
}
7893
7894
// BeginDisabled()/EndDisabled()
7895
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7896
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7897
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7898
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7899
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7900
void ImGui::BeginDisabled(bool disabled)
7901
0
{
7902
0
    ImGuiContext& g = *GImGui;
7903
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7904
0
    if (!was_disabled && disabled)
7905
0
    {
7906
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7907
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7908
0
    }
7909
0
    if (was_disabled || disabled)
7910
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7911
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7912
0
    g.DisabledStackSize++;
7913
0
}
7914
7915
void ImGui::EndDisabled()
7916
0
{
7917
0
    ImGuiContext& g = *GImGui;
7918
0
    IM_ASSERT(g.DisabledStackSize > 0);
7919
0
    g.DisabledStackSize--;
7920
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7921
    //PopItemFlag();
7922
0
    g.ItemFlagsStack.pop_back();
7923
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7924
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7925
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7926
0
}
7927
7928
void ImGui::PushTabStop(bool tab_stop)
7929
24.8k
{
7930
24.8k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7931
24.8k
}
7932
7933
void ImGui::PopTabStop()
7934
24.8k
{
7935
24.8k
    PopItemFlag();
7936
24.8k
}
7937
7938
void ImGui::PushButtonRepeat(bool repeat)
7939
0
{
7940
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7941
0
}
7942
7943
void ImGui::PopButtonRepeat()
7944
0
{
7945
0
    PopItemFlag();
7946
0
}
7947
7948
void ImGui::PushTextWrapPos(float wrap_pos_x)
7949
0
{
7950
0
    ImGuiWindow* window = GetCurrentWindow();
7951
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7952
0
    window->DC.TextWrapPos = wrap_pos_x;
7953
0
}
7954
7955
void ImGui::PopTextWrapPos()
7956
0
{
7957
0
    ImGuiWindow* window = GetCurrentWindow();
7958
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7959
0
    window->DC.TextWrapPosStack.pop_back();
7960
0
}
7961
7962
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7963
0
{
7964
0
    ImGuiWindow* last_window = NULL;
7965
0
    while (last_window != window)
7966
0
    {
7967
0
        last_window = window;
7968
0
        window = window->RootWindow;
7969
0
        if (popup_hierarchy)
7970
0
            window = window->RootWindowPopupTree;
7971
0
    if (dock_hierarchy)
7972
0
      window = window->RootWindowDockTree;
7973
0
  }
7974
0
    return window;
7975
0
}
7976
7977
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7978
0
{
7979
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7980
0
    if (window_root == potential_parent)
7981
0
        return true;
7982
0
    while (window != NULL)
7983
0
    {
7984
0
        if (window == potential_parent)
7985
0
            return true;
7986
0
        if (window == window_root) // end of chain
7987
0
            return false;
7988
0
        window = window->ParentWindow;
7989
0
    }
7990
0
    return false;
7991
0
}
7992
7993
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7994
0
{
7995
0
    if (window->RootWindow == potential_parent)
7996
0
        return true;
7997
0
    while (window != NULL)
7998
0
    {
7999
0
        if (window == potential_parent)
8000
0
            return true;
8001
0
        window = window->ParentWindowInBeginStack;
8002
0
    }
8003
0
    return false;
8004
0
}
8005
8006
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8007
0
{
8008
0
    ImGuiContext& g = *GImGui;
8009
8010
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8011
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8012
0
    if (display_layer_delta != 0)
8013
0
        return display_layer_delta > 0;
8014
8015
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8016
0
    {
8017
0
        ImGuiWindow* candidate_window = g.Windows[i];
8018
0
        if (candidate_window == potential_above)
8019
0
            return true;
8020
0
        if (candidate_window == potential_below)
8021
0
            return false;
8022
0
    }
8023
0
    return false;
8024
0
}
8025
8026
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8027
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8028
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8029
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8030
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8031
37.1k
{
8032
37.1k
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8033
8034
37.1k
    ImGuiContext& g = *GImGui;
8035
37.1k
    ImGuiWindow* ref_window = g.HoveredWindow;
8036
37.1k
    ImGuiWindow* cur_window = g.CurrentWindow;
8037
37.1k
    if (ref_window == NULL)
8038
35.8k
        return false;
8039
8040
1.31k
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8041
1.31k
    {
8042
1.31k
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8043
1.31k
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8044
1.31k
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8045
1.31k
        if (flags & ImGuiHoveredFlags_RootWindow)
8046
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8047
8048
1.31k
        bool result;
8049
1.31k
        if (flags & ImGuiHoveredFlags_ChildWindows)
8050
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8051
1.31k
        else
8052
1.31k
            result = (ref_window == cur_window);
8053
1.31k
        if (!result)
8054
1.30k
            return false;
8055
1.31k
    }
8056
8057
10
    if (!IsWindowContentHoverable(ref_window, flags))
8058
0
        return false;
8059
10
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8060
10
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8061
0
            return false;
8062
8063
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8064
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8065
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8066
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8067
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8068
10
    if (flags & ImGuiHoveredFlags_ForTooltip)
8069
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8070
10
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8071
0
        return false;
8072
8073
10
    return true;
8074
10
}
8075
8076
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8077
48.2k
{
8078
48.2k
    ImGuiContext& g = *GImGui;
8079
48.2k
    ImGuiWindow* ref_window = g.NavWindow;
8080
48.2k
    ImGuiWindow* cur_window = g.CurrentWindow;
8081
8082
48.2k
    if (ref_window == NULL)
8083
17.8k
        return false;
8084
30.3k
    if (flags & ImGuiFocusedFlags_AnyWindow)
8085
0
        return true;
8086
8087
30.3k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8088
30.3k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8089
30.3k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8090
30.3k
    if (flags & ImGuiHoveredFlags_RootWindow)
8091
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8092
8093
30.3k
    if (flags & ImGuiHoveredFlags_ChildWindows)
8094
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8095
30.3k
    else
8096
30.3k
        return (ref_window == cur_window);
8097
30.3k
}
8098
8099
ImGuiID ImGui::GetWindowDockID()
8100
0
{
8101
0
    ImGuiContext& g = *GImGui;
8102
0
    return g.CurrentWindow->DockId;
8103
0
}
8104
8105
bool ImGui::IsWindowDocked()
8106
0
{
8107
0
    ImGuiContext& g = *GImGui;
8108
0
    return g.CurrentWindow->DockIsActive;
8109
0
}
8110
8111
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8112
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8113
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8114
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8115
0
{
8116
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8117
0
}
8118
8119
float ImGui::GetWindowWidth()
8120
8.48k
{
8121
8.48k
    ImGuiWindow* window = GImGui->CurrentWindow;
8122
8.48k
    return window->Size.x;
8123
8.48k
}
8124
8125
float ImGui::GetWindowHeight()
8126
8.70k
{
8127
8.70k
    ImGuiWindow* window = GImGui->CurrentWindow;
8128
8.70k
    return window->Size.y;
8129
8.70k
}
8130
8131
ImVec2 ImGui::GetWindowPos()
8132
0
{
8133
0
    ImGuiContext& g = *GImGui;
8134
0
    ImGuiWindow* window = g.CurrentWindow;
8135
0
    return window->Pos;
8136
0
}
8137
8138
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8139
38
{
8140
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8141
38
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8142
0
        return;
8143
8144
38
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8145
38
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8146
38
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8147
8148
    // Set
8149
38
    const ImVec2 old_pos = window->Pos;
8150
38
    window->Pos = ImTrunc(pos);
8151
38
    ImVec2 offset = window->Pos - old_pos;
8152
38
    if (offset.x == 0.0f && offset.y == 0.0f)
8153
0
        return;
8154
38
    MarkIniSettingsDirty(window);
8155
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8156
38
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8157
38
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8158
38
    window->DC.IdealMaxPos += offset;
8159
38
    window->DC.CursorStartPos += offset;
8160
38
}
8161
8162
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8163
0
{
8164
0
    ImGuiWindow* window = GetCurrentWindowRead();
8165
0
    SetWindowPos(window, pos, cond);
8166
0
}
8167
8168
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8169
0
{
8170
0
    if (ImGuiWindow* window = FindWindowByName(name))
8171
0
        SetWindowPos(window, pos, cond);
8172
0
}
8173
8174
ImVec2 ImGui::GetWindowSize()
8175
0
{
8176
0
    ImGuiWindow* window = GetCurrentWindowRead();
8177
0
    return window->Size;
8178
0
}
8179
8180
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8181
79.0k
{
8182
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8183
79.0k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8184
54.2k
        return;
8185
8186
24.8k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8187
24.8k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8188
8189
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8190
24.8k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8191
25
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8192
24.8k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8193
25
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8194
8195
    // Set
8196
24.8k
    ImVec2 old_size = window->SizeFull;
8197
24.8k
    if (size.x <= 0.0f)
8198
0
        window->AutoFitOnlyGrows = false;
8199
24.8k
    else
8200
24.8k
        window->SizeFull.x = IM_TRUNC(size.x);
8201
24.8k
    if (size.y <= 0.0f)
8202
0
        window->AutoFitOnlyGrows = false;
8203
24.8k
    else
8204
24.8k
        window->SizeFull.y = IM_TRUNC(size.y);
8205
24.8k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8206
24.2k
        MarkIniSettingsDirty(window);
8207
24.8k
}
8208
8209
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8210
0
{
8211
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8212
0
}
8213
8214
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8215
0
{
8216
0
    if (ImGuiWindow* window = FindWindowByName(name))
8217
0
        SetWindowSize(window, size, cond);
8218
0
}
8219
8220
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8221
0
{
8222
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8223
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8224
0
        return;
8225
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8226
8227
    // Set
8228
0
    window->Collapsed = collapsed;
8229
0
}
8230
8231
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8232
0
{
8233
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8234
0
    window->HitTestHoleSize = ImVec2ih(size);
8235
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8236
0
}
8237
8238
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8239
0
{
8240
0
    window->Hidden = window->SkipItems = true;
8241
0
    window->HiddenFramesCanSkipItems = 1;
8242
0
}
8243
8244
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8245
0
{
8246
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8247
0
}
8248
8249
bool ImGui::IsWindowCollapsed()
8250
0
{
8251
0
    ImGuiWindow* window = GetCurrentWindowRead();
8252
0
    return window->Collapsed;
8253
0
}
8254
8255
bool ImGui::IsWindowAppearing()
8256
0
{
8257
0
    ImGuiWindow* window = GetCurrentWindowRead();
8258
0
    return window->Appearing;
8259
0
}
8260
8261
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8262
0
{
8263
0
    if (ImGuiWindow* window = FindWindowByName(name))
8264
0
        SetWindowCollapsed(window, collapsed, cond);
8265
0
}
8266
8267
void ImGui::SetWindowFocus()
8268
8.48k
{
8269
8.48k
    FocusWindow(GImGui->CurrentWindow);
8270
8.48k
}
8271
8272
void ImGui::SetWindowFocus(const char* name)
8273
0
{
8274
0
    if (name)
8275
0
    {
8276
0
        if (ImGuiWindow* window = FindWindowByName(name))
8277
0
            FocusWindow(window);
8278
0
    }
8279
0
    else
8280
0
    {
8281
0
        FocusWindow(NULL);
8282
0
    }
8283
0
}
8284
8285
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8286
0
{
8287
0
    ImGuiContext& g = *GImGui;
8288
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8289
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8290
0
    g.NextWindowData.PosVal = pos;
8291
0
    g.NextWindowData.PosPivotVal = pivot;
8292
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8293
0
    g.NextWindowData.PosUndock = true;
8294
0
}
8295
8296
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8297
79.0k
{
8298
79.0k
    ImGuiContext& g = *GImGui;
8299
79.0k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8300
79.0k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8301
79.0k
    g.NextWindowData.SizeVal = size;
8302
79.0k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8303
79.0k
}
8304
8305
// For each axis:
8306
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8307
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8308
// - See "Demo->Examples->Constrained-resizing window" for examples.
8309
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8310
0
{
8311
0
    ImGuiContext& g = *GImGui;
8312
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8313
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8314
0
    g.NextWindowData.SizeCallback = custom_callback;
8315
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8316
0
}
8317
8318
// Content size = inner scrollable rectangle, padded with WindowPadding.
8319
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8320
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8321
0
{
8322
0
    ImGuiContext& g = *GImGui;
8323
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8324
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8325
0
}
8326
8327
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8328
0
{
8329
0
    ImGuiContext& g = *GImGui;
8330
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8331
0
    g.NextWindowData.ScrollVal = scroll;
8332
0
}
8333
8334
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8335
0
{
8336
0
    ImGuiContext& g = *GImGui;
8337
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8338
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8339
0
    g.NextWindowData.CollapsedVal = collapsed;
8340
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8341
0
}
8342
8343
void ImGui::SetNextWindowFocus()
8344
0
{
8345
0
    ImGuiContext& g = *GImGui;
8346
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8347
0
}
8348
8349
void ImGui::SetNextWindowBgAlpha(float alpha)
8350
0
{
8351
0
    ImGuiContext& g = *GImGui;
8352
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8353
0
    g.NextWindowData.BgAlphaVal = alpha;
8354
0
}
8355
8356
void ImGui::SetNextWindowViewport(ImGuiID id)
8357
0
{
8358
0
    ImGuiContext& g = *GImGui;
8359
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8360
0
    g.NextWindowData.ViewportId = id;
8361
0
}
8362
8363
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8364
0
{
8365
0
    ImGuiContext& g = *GImGui;
8366
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8367
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8368
0
    g.NextWindowData.DockId = id;
8369
0
}
8370
8371
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8372
0
{
8373
0
    ImGuiContext& g = *GImGui;
8374
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8375
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8376
0
    g.NextWindowData.WindowClass = *window_class;
8377
0
}
8378
8379
ImDrawList* ImGui::GetWindowDrawList()
8380
24.8k
{
8381
24.8k
    ImGuiWindow* window = GetCurrentWindow();
8382
24.8k
    return window->DrawList;
8383
24.8k
}
8384
8385
float ImGui::GetWindowDpiScale()
8386
0
{
8387
0
    ImGuiContext& g = *GImGui;
8388
0
    return g.CurrentDpiScale;
8389
0
}
8390
8391
ImGuiViewport* ImGui::GetWindowViewport()
8392
0
{
8393
0
    ImGuiContext& g = *GImGui;
8394
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8395
0
    return g.CurrentViewport;
8396
0
}
8397
8398
ImFont* ImGui::GetFont()
8399
31.3M
{
8400
31.3M
    return GImGui->Font;
8401
31.3M
}
8402
8403
float ImGui::GetFontSize()
8404
31.3M
{
8405
31.3M
    return GImGui->FontSize;
8406
31.3M
}
8407
8408
ImVec2 ImGui::GetFontTexUvWhitePixel()
8409
0
{
8410
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8411
0
}
8412
8413
void ImGui::SetWindowFontScale(float scale)
8414
0
{
8415
0
    IM_ASSERT(scale > 0.0f);
8416
0
    ImGuiContext& g = *GImGui;
8417
0
    ImGuiWindow* window = GetCurrentWindow();
8418
0
    window->FontWindowScale = scale;
8419
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8420
0
}
8421
8422
void ImGui::PushFocusScope(ImGuiID id)
8423
133k
{
8424
133k
    ImGuiContext& g = *GImGui;
8425
133k
    g.FocusScopeStack.push_back(id);
8426
133k
    g.CurrentFocusScopeId = id;
8427
133k
}
8428
8429
void ImGui::PopFocusScope()
8430
133k
{
8431
133k
    ImGuiContext& g = *GImGui;
8432
133k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8433
133k
    g.FocusScopeStack.pop_back();
8434
133k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8435
133k
}
8436
8437
// Focus = move navigation cursor, set scrolling, set focus window.
8438
void ImGui::FocusItem()
8439
0
{
8440
0
    ImGuiContext& g = *GImGui;
8441
0
    ImGuiWindow* window = g.CurrentWindow;
8442
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8443
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8444
0
    {
8445
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8446
0
        return;
8447
0
    }
8448
8449
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8450
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8451
0
    SetNavWindow(window);
8452
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8453
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8454
0
}
8455
8456
void ImGui::ActivateItemByID(ImGuiID id)
8457
0
{
8458
0
    ImGuiContext& g = *GImGui;
8459
0
    g.NavNextActivateId = id;
8460
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8461
0
}
8462
8463
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8464
// But ActivateItem() should function without altering scroll/focus?
8465
void ImGui::SetKeyboardFocusHere(int offset)
8466
0
{
8467
0
    ImGuiContext& g = *GImGui;
8468
0
    ImGuiWindow* window = g.CurrentWindow;
8469
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8470
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8471
8472
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8473
    // When we refactor this function into ActivateItem() we may want to make this an option.
8474
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8475
    // is also automatically dropped in the event g.ActiveId is stolen.
8476
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8477
0
    {
8478
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8479
0
        return;
8480
0
    }
8481
8482
0
    SetNavWindow(window);
8483
8484
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8485
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8486
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8487
0
    if (offset == -1)
8488
0
    {
8489
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8490
0
    }
8491
0
    else
8492
0
    {
8493
0
        g.NavTabbingDir = 1;
8494
0
        g.NavTabbingCounter = offset + 1;
8495
0
    }
8496
0
}
8497
8498
void ImGui::SetItemDefaultFocus()
8499
0
{
8500
0
    ImGuiContext& g = *GImGui;
8501
0
    ImGuiWindow* window = g.CurrentWindow;
8502
0
    if (!window->Appearing)
8503
0
        return;
8504
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8505
0
        return;
8506
8507
0
    g.NavInitRequest = false;
8508
0
    NavApplyItemToResult(&g.NavInitResult);
8509
0
    NavUpdateAnyRequestFlag();
8510
8511
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8512
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8513
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8514
0
}
8515
8516
void ImGui::SetStateStorage(ImGuiStorage* tree)
8517
0
{
8518
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8519
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8520
0
}
8521
8522
ImGuiStorage* ImGui::GetStateStorage()
8523
0
{
8524
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8525
0
    return window->DC.StateStorage;
8526
0
}
8527
8528
void ImGui::PushID(const char* str_id)
8529
24.8k
{
8530
24.8k
    ImGuiContext& g = *GImGui;
8531
24.8k
    ImGuiWindow* window = g.CurrentWindow;
8532
24.8k
    ImGuiID id = window->GetID(str_id);
8533
24.8k
    window->IDStack.push_back(id);
8534
24.8k
}
8535
8536
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8537
0
{
8538
0
    ImGuiContext& g = *GImGui;
8539
0
    ImGuiWindow* window = g.CurrentWindow;
8540
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8541
0
    window->IDStack.push_back(id);
8542
0
}
8543
8544
void ImGui::PushID(const void* ptr_id)
8545
0
{
8546
0
    ImGuiContext& g = *GImGui;
8547
0
    ImGuiWindow* window = g.CurrentWindow;
8548
0
    ImGuiID id = window->GetID(ptr_id);
8549
0
    window->IDStack.push_back(id);
8550
0
}
8551
8552
void ImGui::PushID(int int_id)
8553
0
{
8554
0
    ImGuiContext& g = *GImGui;
8555
0
    ImGuiWindow* window = g.CurrentWindow;
8556
0
    ImGuiID id = window->GetID(int_id);
8557
0
    window->IDStack.push_back(id);
8558
0
}
8559
8560
// Push a given id value ignoring the ID stack as a seed.
8561
void ImGui::PushOverrideID(ImGuiID id)
8562
0
{
8563
0
    ImGuiContext& g = *GImGui;
8564
0
    ImGuiWindow* window = g.CurrentWindow;
8565
0
    if (g.DebugHookIdInfo == id)
8566
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8567
0
    window->IDStack.push_back(id);
8568
0
}
8569
8570
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8571
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8572
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8573
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8574
0
{
8575
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8576
0
    ImGuiContext& g = *GImGui;
8577
0
    if (g.DebugHookIdInfo == id)
8578
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8579
0
    return id;
8580
0
}
8581
8582
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8583
0
{
8584
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8585
0
    ImGuiContext& g = *GImGui;
8586
0
    if (g.DebugHookIdInfo == id)
8587
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8588
0
    return id;
8589
0
}
8590
8591
void ImGui::PopID()
8592
24.8k
{
8593
24.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
8594
24.8k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8595
24.8k
    window->IDStack.pop_back();
8596
24.8k
}
8597
8598
ImGuiID ImGui::GetID(const char* str_id)
8599
0
{
8600
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8601
0
    return window->GetID(str_id);
8602
0
}
8603
8604
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8605
0
{
8606
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8607
0
    return window->GetID(str_id_begin, str_id_end);
8608
0
}
8609
8610
ImGuiID ImGui::GetID(const void* ptr_id)
8611
0
{
8612
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8613
0
    return window->GetID(ptr_id);
8614
0
}
8615
8616
bool ImGui::IsRectVisible(const ImVec2& size)
8617
0
{
8618
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8619
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8620
0
}
8621
8622
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8623
0
{
8624
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8625
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8626
0
}
8627
8628
8629
//-----------------------------------------------------------------------------
8630
// [SECTION] INPUTS
8631
//-----------------------------------------------------------------------------
8632
// - GetKeyData() [Internal]
8633
// - GetKeyIndex() [Internal]
8634
// - GetKeyName()
8635
// - GetKeyChordName() [Internal]
8636
// - CalcTypematicRepeatAmount() [Internal]
8637
// - GetTypematicRepeatRate() [Internal]
8638
// - GetKeyPressedAmount() [Internal]
8639
// - GetKeyMagnitude2d() [Internal]
8640
//-----------------------------------------------------------------------------
8641
// - UpdateKeyRoutingTable() [Internal]
8642
// - GetRoutingIdFromOwnerId() [Internal]
8643
// - GetShortcutRoutingData() [Internal]
8644
// - CalcRoutingScore() [Internal]
8645
// - SetShortcutRouting() [Internal]
8646
// - TestShortcutRouting() [Internal]
8647
//-----------------------------------------------------------------------------
8648
// - IsKeyDown()
8649
// - IsKeyPressed()
8650
// - IsKeyReleased()
8651
//-----------------------------------------------------------------------------
8652
// - IsMouseDown()
8653
// - IsMouseClicked()
8654
// - IsMouseReleased()
8655
// - IsMouseDoubleClicked()
8656
// - GetMouseClickedCount()
8657
// - IsMouseHoveringRect() [Internal]
8658
// - IsMouseDragPastThreshold() [Internal]
8659
// - IsMouseDragging()
8660
// - GetMousePos()
8661
// - SetMousePos() [Internal]
8662
// - GetMousePosOnOpeningCurrentPopup()
8663
// - IsMousePosValid()
8664
// - IsAnyMouseDown()
8665
// - GetMouseDragDelta()
8666
// - ResetMouseDragDelta()
8667
// - GetMouseCursor()
8668
// - SetMouseCursor()
8669
//-----------------------------------------------------------------------------
8670
// - UpdateAliasKey()
8671
// - GetMergedModsFromKeys()
8672
// - UpdateKeyboardInputs()
8673
// - UpdateMouseInputs()
8674
//-----------------------------------------------------------------------------
8675
// - LockWheelingWindow [Internal]
8676
// - FindBestWheelingWindow [Internal]
8677
// - UpdateMouseWheel() [Internal]
8678
//-----------------------------------------------------------------------------
8679
// - SetNextFrameWantCaptureKeyboard()
8680
// - SetNextFrameWantCaptureMouse()
8681
//-----------------------------------------------------------------------------
8682
// - GetInputSourceName() [Internal]
8683
// - DebugPrintInputEvent() [Internal]
8684
// - UpdateInputEvents() [Internal]
8685
//-----------------------------------------------------------------------------
8686
// - GetKeyOwner() [Internal]
8687
// - TestKeyOwner() [Internal]
8688
// - SetKeyOwner() [Internal]
8689
// - SetItemKeyOwner() [Internal]
8690
// - Shortcut() [Internal]
8691
//-----------------------------------------------------------------------------
8692
8693
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8694
1.62M
{
8695
1.62M
    ImGuiContext& g = *ctx;
8696
8697
    // Special storage location for mods
8698
1.62M
    if (key & ImGuiMod_Mask_)
8699
488k
        key = ConvertSingleModFlagToKey(ctx, key);
8700
8701
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8702
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8703
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8704
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8705
#else
8706
1.62M
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8707
1.62M
#endif
8708
1.62M
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8709
1.62M
}
8710
8711
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8712
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8713
{
8714
    ImGuiContext& g = *GImGui;
8715
    IM_ASSERT(IsNamedKey(key));
8716
    const ImGuiKeyData* key_data = GetKeyData(key);
8717
    return (ImGuiKey)(key_data - g.IO.KeysData);
8718
}
8719
#endif
8720
8721
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8722
static const char* const GKeyNames[] =
8723
{
8724
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8725
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8726
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8727
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8728
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8729
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8730
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8731
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8732
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8733
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8734
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8735
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8736
    "AppBack", "AppForward",
8737
    "GamepadStart", "GamepadBack",
8738
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8739
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8740
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8741
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8742
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8743
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8744
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8745
};
8746
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8747
8748
const char* ImGui::GetKeyName(ImGuiKey key)
8749
0
{
8750
0
    ImGuiContext& g = *GImGui;
8751
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8752
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8753
#else
8754
    if (IsLegacyKey(key))
8755
    {
8756
        if (g.IO.KeyMap[key] == -1)
8757
            return "N/A";
8758
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8759
        key = (ImGuiKey)g.IO.KeyMap[key];
8760
    }
8761
#endif
8762
0
    if (key == ImGuiKey_None)
8763
0
        return "None";
8764
0
    if (key & ImGuiMod_Mask_)
8765
0
        key = ConvertSingleModFlagToKey(&g, key);
8766
0
    if (!IsNamedKey(key))
8767
0
        return "Unknown";
8768
8769
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8770
0
}
8771
8772
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8773
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8774
0
{
8775
0
    ImGuiContext& g = *GImGui;
8776
0
    if (key_chord & ImGuiMod_Shortcut)
8777
0
        key_chord = ConvertShortcutMod(key_chord);
8778
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8779
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8780
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8781
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8782
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8783
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8784
0
}
8785
8786
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8787
// t1 = current time (e.g.: g.Time)
8788
// An event is triggered at:
8789
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8790
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8791
8.75k
{
8792
8.75k
    if (t1 == 0.0f)
8793
0
        return 1;
8794
8.75k
    if (t0 >= t1)
8795
0
        return 0;
8796
8.75k
    if (repeat_rate <= 0.0f)
8797
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8798
8.75k
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8799
8.75k
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8800
8.75k
    const int count = count_t1 - count_t0;
8801
8.75k
    return count;
8802
8.75k
}
8803
8804
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8805
15.8k
{
8806
15.8k
    ImGuiContext& g = *GImGui;
8807
15.8k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8808
15.8k
    {
8809
4.25k
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8810
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8811
11.5k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8812
15.8k
    }
8813
15.8k
}
8814
8815
// Return value representing the number of presses in the last time period, for the given repeat rate
8816
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8817
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8818
8.75k
{
8819
8.75k
    ImGuiContext& g = *GImGui;
8820
8.75k
    const ImGuiKeyData* key_data = GetKeyData(key);
8821
8.75k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8822
0
        return 0;
8823
8.75k
    const float t = key_data->DownDuration;
8824
8.75k
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8825
8.75k
}
8826
8827
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8828
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8829
0
{
8830
0
    return ImVec2(
8831
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8832
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8833
0
}
8834
8835
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8836
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8837
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8838
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8839
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8840
54.2k
{
8841
54.2k
    ImGuiContext& g = *GImGui;
8842
54.2k
    rt->EntriesNext.resize(0);
8843
8.40M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8844
8.35M
    {
8845
8.35M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8846
8.35M
        ImGuiKeyRoutingData* routing_entry;
8847
8.35M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8848
0
        {
8849
0
            routing_entry = &rt->Entries[old_routing_idx];
8850
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8851
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8852
0
            routing_entry->RoutingNextScore = 255;
8853
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8854
0
                continue;
8855
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8856
8857
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8858
0
            if (routing_entry->Mods == g.IO.KeyMods)
8859
0
            {
8860
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8861
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8862
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8863
0
            }
8864
0
        }
8865
8866
        // Rewrite linked-list
8867
8.35M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8868
8.35M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8869
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8870
8.35M
    }
8871
54.2k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8872
54.2k
}
8873
8874
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8875
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8876
0
{
8877
0
    ImGuiContext& g = *GImGui;
8878
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8879
0
}
8880
8881
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8882
0
{
8883
    // Majority of shortcuts will be Key + any number of Mods
8884
    // We accept _Single_ mod with ImGuiKey_None.
8885
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8886
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8887
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8888
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8889
0
    ImGuiContext& g = *GImGui;
8890
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8891
0
    ImGuiKeyRoutingData* routing_data;
8892
0
    if (key_chord & ImGuiMod_Shortcut)
8893
0
        key_chord = ConvertShortcutMod(key_chord);
8894
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8895
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8896
0
    if (key == ImGuiKey_None)
8897
0
        key = ConvertSingleModFlagToKey(&g, mods);
8898
0
    IM_ASSERT(IsNamedKey(key));
8899
8900
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8901
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8902
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8903
0
    {
8904
0
        routing_data = &rt->Entries[idx];
8905
0
        if (routing_data->Mods == mods)
8906
0
            return routing_data;
8907
0
    }
8908
8909
    // Add to linked-list
8910
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8911
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8912
0
    routing_data = &rt->Entries[routing_data_idx];
8913
0
    routing_data->Mods = (ImU16)mods;
8914
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8915
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8916
0
    return routing_data;
8917
0
}
8918
8919
// Current score encoding (lower is highest priority):
8920
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8921
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8922
//  -   2: ImGuiInputFlags_RouteGlobal
8923
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8924
//  - 254: ImGuiInputFlags_RouteGlobalLow
8925
//  - 255: never route
8926
// 'flags' should include an explicit routing policy
8927
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8928
0
{
8929
0
    if (flags & ImGuiInputFlags_RouteFocused)
8930
0
    {
8931
0
        ImGuiContext& g = *GImGui;
8932
0
        ImGuiWindow* focused = g.NavWindow;
8933
8934
        // ActiveID gets top priority
8935
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8936
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8937
0
            return 1;
8938
8939
        // Score based on distance to focused window (lower is better)
8940
        // Assuming both windows are submitting a routing request,
8941
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8942
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8943
        // Assuming only WindowA is submitting a routing request,
8944
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8945
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8946
0
            for (int next_score = 3; focused != NULL; next_score++)
8947
0
            {
8948
0
                if (focused == location)
8949
0
                {
8950
0
                    IM_ASSERT(next_score < 255);
8951
0
                    return next_score;
8952
0
                }
8953
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8954
0
            }
8955
0
        return 255;
8956
0
    }
8957
8958
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8959
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8960
0
        return 2;
8961
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8962
0
        return 254;
8963
0
    return 0;
8964
0
}
8965
8966
// Request a desired route for an input chord (key + mods).
8967
// Return true if the route is available this frame.
8968
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8969
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8970
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8971
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8972
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8973
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8974
108k
{
8975
108k
    ImGuiContext& g = *GImGui;
8976
108k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8977
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8978
108k
    else
8979
108k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8980
8981
108k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8982
0
        if (g.NavWindow == NULL)
8983
0
            return false;
8984
108k
    if (flags & ImGuiInputFlags_RouteAlways)
8985
108k
        return true;
8986
8987
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8988
0
    if (score == 255)
8989
0
        return false;
8990
8991
    // Submit routing for NEXT frame (assuming score is sufficient)
8992
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8993
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8994
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8995
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8996
0
    if (score < routing_data->RoutingNextScore)
8997
0
    {
8998
0
        routing_data->RoutingNext = routing_id;
8999
0
        routing_data->RoutingNextScore = (ImU8)score;
9000
0
    }
9001
9002
    // Return routing state for CURRENT frame
9003
0
    return routing_data->RoutingCurr == routing_id;
9004
0
}
9005
9006
// Currently unused by core (but used by tests)
9007
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9008
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9009
0
{
9010
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9011
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9012
0
    return routing_data->RoutingCurr == routing_id;
9013
0
}
9014
9015
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9016
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9017
bool ImGui::IsKeyDown(ImGuiKey key)
9018
820k
{
9019
820k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9020
820k
}
9021
9022
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9023
849k
{
9024
849k
    const ImGuiKeyData* key_data = GetKeyData(key);
9025
849k
    if (!key_data->Down)
9026
825k
        return false;
9027
24.3k
    if (!TestKeyOwner(key, owner_id))
9028
0
        return false;
9029
24.3k
    return true;
9030
24.3k
}
9031
9032
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9033
161k
{
9034
161k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9035
161k
}
9036
9037
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9038
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9039
380k
{
9040
380k
    const ImGuiKeyData* key_data = GetKeyData(key);
9041
380k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9042
355k
        return false;
9043
24.7k
    const float t = key_data->DownDuration;
9044
24.7k
    if (t < 0.0f)
9045
0
        return false;
9046
24.7k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9047
9048
24.7k
    bool pressed = (t == 0.0f);
9049
24.7k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
9050
15.8k
    {
9051
15.8k
        float repeat_delay, repeat_rate;
9052
15.8k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9053
15.8k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9054
15.8k
    }
9055
24.7k
    if (!pressed)
9056
20.6k
        return false;
9057
4.15k
    if (!TestKeyOwner(key, owner_id))
9058
0
        return false;
9059
4.15k
    return true;
9060
4.15k
}
9061
9062
bool ImGui::IsKeyReleased(ImGuiKey key)
9063
0
{
9064
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9065
0
}
9066
9067
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9068
0
{
9069
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9070
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9071
0
        return false;
9072
0
    if (!TestKeyOwner(key, owner_id))
9073
0
        return false;
9074
0
    return true;
9075
0
}
9076
9077
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9078
0
{
9079
0
    ImGuiContext& g = *GImGui;
9080
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9081
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9082
0
}
9083
9084
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9085
208
{
9086
208
    ImGuiContext& g = *GImGui;
9087
208
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9088
208
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9089
208
}
9090
9091
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9092
11
{
9093
11
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9094
11
}
9095
9096
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9097
671
{
9098
671
    ImGuiContext& g = *GImGui;
9099
671
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9100
671
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9101
502
        return false;
9102
169
    const float t = g.IO.MouseDownDuration[button];
9103
169
    if (t < 0.0f)
9104
0
        return false;
9105
169
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9106
9107
169
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9108
169
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9109
169
    if (!pressed)
9110
108
        return false;
9111
9112
61
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9113
0
        return false;
9114
9115
61
    return true;
9116
61
}
9117
9118
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9119
0
{
9120
0
    ImGuiContext& g = *GImGui;
9121
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9122
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9123
0
}
9124
9125
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9126
660
{
9127
660
    ImGuiContext& g = *GImGui;
9128
660
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9129
660
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9130
660
}
9131
9132
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9133
6
{
9134
6
    ImGuiContext& g = *GImGui;
9135
6
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9136
6
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9137
6
}
9138
9139
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9140
0
{
9141
0
    ImGuiContext& g = *GImGui;
9142
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9143
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9144
0
}
9145
9146
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9147
0
{
9148
0
    ImGuiContext& g = *GImGui;
9149
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9150
0
    return g.IO.MouseClickedCount[button];
9151
0
}
9152
9153
// Test if mouse cursor is hovering given rectangle
9154
// NB- Rectangle is clipped by our current clip setting
9155
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9156
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9157
303k
{
9158
303k
    ImGuiContext& g = *GImGui;
9159
9160
    // Clip
9161
303k
    ImRect rect_clipped(r_min, r_max);
9162
303k
    if (clip)
9163
170k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9164
9165
    // Hit testing, expanded for touch input
9166
303k
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9167
299k
        return false;
9168
3.63k
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9169
4
        return false;
9170
3.63k
    return true;
9171
3.63k
}
9172
9173
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9174
// [Internal] This doesn't test if the button is pressed
9175
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9176
419
{
9177
419
    ImGuiContext& g = *GImGui;
9178
419
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9179
419
    if (lock_threshold < 0.0f)
9180
419
        lock_threshold = g.IO.MouseDragThreshold;
9181
419
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9182
419
}
9183
9184
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9185
425
{
9186
425
    ImGuiContext& g = *GImGui;
9187
425
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9188
425
    if (!g.IO.MouseDown[button])
9189
6
        return false;
9190
419
    return IsMouseDragPastThreshold(button, lock_threshold);
9191
425
}
9192
9193
ImVec2 ImGui::GetMousePos()
9194
6.74k
{
9195
6.74k
    ImGuiContext& g = *GImGui;
9196
6.74k
    return g.IO.MousePos;
9197
6.74k
}
9198
9199
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9200
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9201
void ImGui::TeleportMousePos(const ImVec2& pos)
9202
0
{
9203
0
    ImGuiContext& g = *GImGui;
9204
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9205
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9206
0
    g.IO.WantSetMousePos = true;
9207
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9208
0
}
9209
9210
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9211
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9212
0
{
9213
0
    ImGuiContext& g = *GImGui;
9214
0
    if (g.BeginPopupStack.Size > 0)
9215
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9216
0
    return g.IO.MousePos;
9217
0
}
9218
9219
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9220
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9221
158k
{
9222
    // The assert is only to silence a false-positive in XCode Static Analysis.
9223
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9224
158k
    IM_ASSERT(GImGui != NULL);
9225
158k
    const float MOUSE_INVALID = -256000.0f;
9226
158k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9227
158k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9228
158k
}
9229
9230
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9231
bool ImGui::IsAnyMouseDown()
9232
0
{
9233
0
    ImGuiContext& g = *GImGui;
9234
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9235
0
        if (g.IO.MouseDown[n])
9236
0
            return true;
9237
0
    return false;
9238
0
}
9239
9240
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9241
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9242
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9243
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9244
0
{
9245
0
    ImGuiContext& g = *GImGui;
9246
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9247
0
    if (lock_threshold < 0.0f)
9248
0
        lock_threshold = g.IO.MouseDragThreshold;
9249
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9250
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9251
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9252
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9253
0
    return ImVec2(0.0f, 0.0f);
9254
0
}
9255
9256
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9257
0
{
9258
0
    ImGuiContext& g = *GImGui;
9259
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9260
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9261
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9262
0
}
9263
9264
// Get desired mouse cursor shape.
9265
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9266
// updated during the frame, and locked in EndFrame()/Render().
9267
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9268
ImGuiMouseCursor ImGui::GetMouseCursor()
9269
0
{
9270
0
    ImGuiContext& g = *GImGui;
9271
0
    return g.MouseCursor;
9272
0
}
9273
9274
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9275
4
{
9276
4
    ImGuiContext& g = *GImGui;
9277
4
    g.MouseCursor = cursor_type;
9278
4
}
9279
9280
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9281
379k
{
9282
379k
    IM_ASSERT(ImGui::IsAliasKey(key));
9283
379k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9284
379k
    key_data->Down = v;
9285
379k
    key_data->AnalogValue = analog_value;
9286
379k
}
9287
9288
// [Internal] Do not use directly
9289
static ImGuiKeyChord GetMergedModsFromKeys()
9290
108k
{
9291
108k
    ImGuiKeyChord mods = 0;
9292
108k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9293
108k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9294
108k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9295
108k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9296
108k
    return mods;
9297
108k
}
9298
9299
static void ImGui::UpdateKeyboardInputs()
9300
54.2k
{
9301
54.2k
    ImGuiContext& g = *GImGui;
9302
54.2k
    ImGuiIO& io = g.IO;
9303
9304
    // Import legacy keys or verify they are not used
9305
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9306
    if (io.BackendUsingLegacyKeyArrays == 0)
9307
    {
9308
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9309
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9310
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9311
    }
9312
    else
9313
    {
9314
        if (g.FrameCount == 0)
9315
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9316
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9317
9318
        // Build reverse KeyMap (Named -> Legacy)
9319
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9320
            if (io.KeyMap[n] != -1)
9321
            {
9322
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9323
                io.KeyMap[io.KeyMap[n]] = n;
9324
            }
9325
9326
        // Import legacy keys into new ones
9327
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9328
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9329
            {
9330
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9331
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9332
                io.KeysData[key].Down = io.KeysDown[n];
9333
                if (key != n)
9334
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9335
                io.BackendUsingLegacyKeyArrays = 1;
9336
            }
9337
        if (io.BackendUsingLegacyKeyArrays == 1)
9338
        {
9339
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9340
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9341
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9342
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9343
        }
9344
    }
9345
9346
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9347
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9348
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9349
    {
9350
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9351
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9352
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9353
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9354
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9355
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9356
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9357
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9358
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9359
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9360
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9361
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9362
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9363
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9364
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9365
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9366
        #undef NAV_MAP_KEY
9367
    }
9368
#endif
9369
#endif
9370
9371
    // Update aliases
9372
325k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9373
271k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9374
54.2k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9375
54.2k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9376
9377
    // Synchronize io.KeyMods and io.KeyXXX values.
9378
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9379
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9380
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9381
54.2k
    io.KeyMods = GetMergedModsFromKeys();
9382
54.2k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9383
54.2k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9384
54.2k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9385
54.2k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9386
9387
    // Clear gamepad data if disabled
9388
54.2k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9389
1.35M
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9390
1.30M
        {
9391
1.30M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9392
1.30M
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9393
1.30M
        }
9394
9395
    // Update keys
9396
8.40M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9397
8.35M
    {
9398
8.35M
        ImGuiKeyData* key_data = &io.KeysData[i];
9399
8.35M
        key_data->DownDurationPrev = key_data->DownDuration;
9400
8.35M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9401
8.35M
    }
9402
9403
    // Update keys/input owner (named keys only): one entry per key
9404
8.40M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9405
8.35M
    {
9406
8.35M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9407
8.35M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9408
8.35M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9409
8.35M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9410
8.30M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9411
8.35M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9412
8.35M
    }
9413
9414
54.2k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9415
54.2k
}
9416
9417
static void ImGui::UpdateMouseInputs()
9418
54.2k
{
9419
54.2k
    ImGuiContext& g = *GImGui;
9420
54.2k
    ImGuiIO& io = g.IO;
9421
9422
    // Mouse Wheel swapping flag
9423
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9424
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9425
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9426
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9427
54.2k
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9428
9429
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9430
54.2k
    if (IsMousePosValid(&io.MousePos))
9431
12.5k
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9432
9433
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9434
54.2k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9435
11.7k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9436
42.5k
    else
9437
42.5k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9438
9439
    // Update stationary timer.
9440
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9441
54.2k
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9442
54.2k
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9443
54.2k
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9444
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9445
9446
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9447
54.2k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9448
938
        g.NavDisableMouseHover = false;
9449
9450
325k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9451
271k
    {
9452
271k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9453
271k
        io.MouseClickedCount[i] = 0; // Will be filled below
9454
271k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9455
271k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9456
271k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9457
271k
        if (io.MouseClicked[i])
9458
1.84k
        {
9459
1.84k
            bool is_repeated_click = false;
9460
1.84k
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9461
1.09k
            {
9462
1.09k
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9463
1.09k
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9464
833
                    is_repeated_click = true;
9465
1.09k
            }
9466
1.84k
            if (is_repeated_click)
9467
833
                io.MouseClickedLastCount[i]++;
9468
1.01k
            else
9469
1.01k
                io.MouseClickedLastCount[i] = 1;
9470
1.84k
            io.MouseClickedTime[i] = g.Time;
9471
1.84k
            io.MouseClickedPos[i] = io.MousePos;
9472
1.84k
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9473
1.84k
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9474
1.84k
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9475
1.84k
        }
9476
269k
        else if (io.MouseDown[i])
9477
11.7k
        {
9478
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9479
11.7k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9480
11.7k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9481
11.7k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9482
11.7k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9483
11.7k
        }
9484
9485
        // We provide io.MouseDoubleClicked[] as a legacy service
9486
271k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9487
9488
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9489
271k
        if (io.MouseClicked[i])
9490
1.84k
            g.NavDisableMouseHover = false;
9491
271k
    }
9492
54.2k
}
9493
9494
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9495
8
{
9496
8
    ImGuiContext& g = *GImGui;
9497
8
    if (window)
9498
4
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9499
4
    else
9500
4
        g.WheelingWindowReleaseTimer = 0.0f;
9501
8
    if (g.WheelingWindow == window)
9502
0
        return;
9503
8
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9504
8
    g.WheelingWindow = window;
9505
8
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9506
8
    if (window == NULL)
9507
4
    {
9508
4
        g.WheelingWindowStartFrame = -1;
9509
4
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9510
4
    }
9511
8
}
9512
9513
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9514
6
{
9515
    // For each axis, find window in the hierarchy that may want to use scrolling
9516
6
    ImGuiContext& g = *GImGui;
9517
6
    ImGuiWindow* windows[2] = { NULL, NULL };
9518
18
    for (int axis = 0; axis < 2; axis++)
9519
12
        if (wheel[axis] != 0.0f)
9520
10
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9521
0
            {
9522
                // Bubble up into parent window if:
9523
                // - a child window doesn't allow any scrolling.
9524
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9525
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9526
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9527
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9528
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9529
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9530
0
                    break; // select this window
9531
0
            }
9532
6
    if (windows[0] == NULL && windows[1] == NULL)
9533
0
        return NULL;
9534
9535
    // If there's only one window or only one axis then there's no ambiguity
9536
6
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9537
6
        return windows[1] ? windows[1] : windows[0];
9538
9539
    // If candidate are different windows we need to decide which one to prioritize
9540
    // - First frame: only find a winner if one axis is zero.
9541
    // - Subsequent frames: only find a winner when one is more than the other.
9542
0
    if (g.WheelingWindowStartFrame == -1)
9543
0
        g.WheelingWindowStartFrame = g.FrameCount;
9544
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9545
0
    {
9546
0
        g.WheelingWindowWheelRemainder = wheel;
9547
0
        return NULL;
9548
0
    }
9549
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9550
0
}
9551
9552
// Called by NewFrame()
9553
void ImGui::UpdateMouseWheel()
9554
54.2k
{
9555
    // Reset the locked window if we move the mouse or after the timer elapses.
9556
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9557
54.2k
    ImGuiContext& g = *GImGui;
9558
54.2k
    if (g.WheelingWindow != NULL)
9559
4
    {
9560
4
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9561
4
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9562
2
            g.WheelingWindowReleaseTimer = 0.0f;
9563
4
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9564
4
            LockWheelingWindow(NULL, 0.0f);
9565
4
    }
9566
9567
54.2k
    ImVec2 wheel;
9568
54.2k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9569
54.2k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9570
9571
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9572
54.2k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9573
54.2k
    if (!mouse_window || mouse_window->Collapsed)
9574
53.4k
        return;
9575
9576
    // Zoom / Scale window
9577
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9578
812
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9579
0
    {
9580
0
        LockWheelingWindow(mouse_window, wheel.y);
9581
0
        ImGuiWindow* window = mouse_window;
9582
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9583
0
        const float scale = new_font_scale / window->FontWindowScale;
9584
0
        window->FontWindowScale = new_font_scale;
9585
0
        if (window == window->RootWindow)
9586
0
        {
9587
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9588
0
            SetWindowPos(window, window->Pos + offset, 0);
9589
0
            window->Size = ImTrunc(window->Size * scale);
9590
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9591
0
        }
9592
0
        return;
9593
0
    }
9594
812
    if (g.IO.KeyCtrl)
9595
0
        return;
9596
9597
    // Mouse wheel scrolling
9598
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9599
812
    if (g.IO.MouseWheelRequestAxisSwap)
9600
0
        wheel = ImVec2(wheel.y, 0.0f);
9601
9602
    // Maintain a rough average of moving magnitude on both axises
9603
    // FIXME: should by based on wall clock time rather than frame-counter
9604
812
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9605
812
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9606
9607
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9608
812
    wheel += g.WheelingWindowWheelRemainder;
9609
812
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9610
812
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9611
806
        return;
9612
9613
    // Mouse wheel scrolling: find target and apply
9614
    // - don't renew lock if axis doesn't apply on the window.
9615
    // - select a main axis when both axises are being moved.
9616
6
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9617
6
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9618
6
        {
9619
6
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9620
6
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9621
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9622
6
            if (do_scroll[ImGuiAxis_X])
9623
4
            {
9624
4
                LockWheelingWindow(window, wheel.x);
9625
4
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9626
4
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9627
4
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9628
4
                g.WheelingWindowScrolledFrame = g.FrameCount;
9629
4
            }
9630
6
            if (do_scroll[ImGuiAxis_Y])
9631
0
            {
9632
0
                LockWheelingWindow(window, wheel.y);
9633
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9634
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9635
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9636
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9637
0
            }
9638
6
        }
9639
6
}
9640
9641
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9642
0
{
9643
0
    ImGuiContext& g = *GImGui;
9644
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9645
0
}
9646
9647
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9648
0
{
9649
0
    ImGuiContext& g = *GImGui;
9650
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9651
0
}
9652
9653
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9654
static const char* GetInputSourceName(ImGuiInputSource source)
9655
0
{
9656
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9657
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9658
0
    return input_source_names[source];
9659
0
}
9660
static const char* GetMouseSourceName(ImGuiMouseSource source)
9661
0
{
9662
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9663
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9664
0
    return mouse_source_names[source];
9665
0
}
9666
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9667
0
{
9668
0
    ImGuiContext& g = *GImGui;
9669
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9670
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9671
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9672
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9673
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9674
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9675
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9676
0
}
9677
#endif
9678
9679
// Process input queue
9680
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9681
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9682
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9683
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9684
54.2k
{
9685
54.2k
    ImGuiContext& g = *GImGui;
9686
54.2k
    ImGuiIO& io = g.IO;
9687
9688
    // Only trickle chars<>key when working with InputText()
9689
    // FIXME: InputText() could parse event trail?
9690
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9691
54.2k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9692
9693
54.2k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9694
54.2k
    int  mouse_button_changed = 0x00;
9695
54.2k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9696
9697
54.2k
    int event_n = 0;
9698
68.4k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9699
17.3k
    {
9700
17.3k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9701
17.3k
        if (e->Type == ImGuiInputEventType_MousePos)
9702
2.55k
        {
9703
2.55k
            if (g.IO.WantSetMousePos)
9704
0
                continue;
9705
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9706
2.55k
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9707
2.55k
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9708
345
                break;
9709
2.20k
            io.MousePos = event_pos;
9710
2.20k
            io.MouseSource = e->MousePos.MouseSource;
9711
2.20k
            mouse_moved = true;
9712
2.20k
        }
9713
14.8k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9714
4.13k
        {
9715
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9716
4.13k
            const ImGuiMouseButton button = e->MouseButton.Button;
9717
4.13k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9718
4.13k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9719
1.32k
                break;
9720
2.80k
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9721
0
                break;
9722
2.80k
            io.MouseDown[button] = e->MouseButton.Down;
9723
2.80k
            io.MouseSource = e->MouseButton.MouseSource;
9724
2.80k
            mouse_button_changed |= (1 << button);
9725
2.80k
        }
9726
10.6k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9727
1.90k
        {
9728
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9729
1.90k
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9730
697
                break;
9731
1.21k
            io.MouseWheelH += e->MouseWheel.WheelX;
9732
1.21k
            io.MouseWheel += e->MouseWheel.WheelY;
9733
1.21k
            io.MouseSource = e->MouseWheel.MouseSource;
9734
1.21k
            mouse_wheeled = true;
9735
1.21k
        }
9736
8.77k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9737
0
        {
9738
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9739
0
        }
9740
8.77k
        else if (e->Type == ImGuiInputEventType_Key)
9741
2.45k
        {
9742
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9743
2.45k
            ImGuiKey key = e->Key.Key;
9744
2.45k
            IM_ASSERT(key != ImGuiKey_None);
9745
2.45k
            ImGuiKeyData* key_data = GetKeyData(key);
9746
2.45k
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9747
2.45k
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9748
281
                break;
9749
2.17k
            key_data->Down = e->Key.Down;
9750
2.17k
            key_data->AnalogValue = e->Key.AnalogValue;
9751
2.17k
            key_changed = true;
9752
2.17k
            key_changed_mask.SetBit(key_data_index);
9753
9754
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9755
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9756
            io.KeysDown[key_data_index] = key_data->Down;
9757
            if (io.KeyMap[key_data_index] != -1)
9758
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9759
#endif
9760
2.17k
        }
9761
6.31k
        else if (e->Type == ImGuiInputEventType_Text)
9762
5.71k
        {
9763
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9764
5.71k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9765
543
                break;
9766
5.16k
            unsigned int c = e->Text.Char;
9767
5.16k
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9768
5.16k
            if (trickle_interleaved_keys_and_text)
9769
0
                text_inputted = true;
9770
5.16k
        }
9771
603
        else if (e->Type == ImGuiInputEventType_Focus)
9772
603
        {
9773
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9774
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9775
603
            const bool focus_lost = !e->AppFocused.Focused;
9776
603
            io.AppFocusLost = focus_lost;
9777
603
        }
9778
0
        else
9779
0
        {
9780
0
            IM_ASSERT(0 && "Unknown event!");
9781
0
        }
9782
17.3k
    }
9783
9784
    // Record trail (for domain-specific applications wanting to access a precise trail)
9785
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9786
68.4k
    for (int n = 0; n < event_n; n++)
9787
14.1k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9788
9789
    // [DEBUG]
9790
54.2k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9791
54.2k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9792
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9793
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9794
54.2k
#endif
9795
9796
    // Remaining events will be processed on the next frame
9797
54.2k
    if (event_n == g.InputEventsQueue.Size)
9798
51.0k
        g.InputEventsQueue.resize(0);
9799
3.19k
    else
9800
3.19k
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9801
9802
    // Clear buttons state when focus is lost
9803
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9804
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9805
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9806
54.2k
    if (g.IO.AppFocusLost)
9807
473
        g.IO.ClearInputKeys();
9808
54.2k
}
9809
9810
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9811
0
{
9812
0
    if (!IsNamedKeyOrModKey(key))
9813
0
        return ImGuiKeyOwner_None;
9814
9815
0
    ImGuiContext& g = *GImGui;
9816
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9817
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9818
9819
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9820
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9821
0
            return ImGuiKeyOwner_None;
9822
9823
0
    return owner_id;
9824
0
}
9825
9826
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9827
// TestKeyOwner(..., None) : (owner == None)
9828
// TestKeyOwner(..., Any)  : no owner test
9829
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9830
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9831
137k
{
9832
137k
    if (!IsNamedKeyOrModKey(key))
9833
0
        return true;
9834
9835
137k
    ImGuiContext& g = *GImGui;
9836
137k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9837
482
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9838
0
            return false;
9839
9840
137k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9841
137k
    if (owner_id == ImGuiKeyOwner_Any)
9842
23.6k
        return (owner_data->LockThisFrame == false);
9843
9844
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9845
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9846
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9847
113k
    if (owner_data->OwnerCurr != owner_id)
9848
69
    {
9849
69
        if (owner_data->LockThisFrame)
9850
0
            return false;
9851
69
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9852
0
            return false;
9853
69
    }
9854
9855
113k
    return true;
9856
113k
}
9857
9858
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9859
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9860
// - SetKeyOwner(..., None)              : clears owner
9861
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9862
// - SetKeyOwner(..., Any or None, Lock) : set lock
9863
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9864
61
{
9865
61
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9866
61
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9867
9868
61
    ImGuiContext& g = *GImGui;
9869
61
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9870
61
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9871
9872
    // We cannot lock by default as it would likely break lots of legacy code.
9873
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9874
61
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9875
61
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9876
61
}
9877
9878
// Rarely used helper
9879
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9880
0
{
9881
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9882
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9883
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9884
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9885
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9886
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9887
0
}
9888
9889
// This is more or less equivalent to:
9890
//   if (IsItemHovered() || IsItemActive())
9891
//       SetKeyOwner(key, GetItemID());
9892
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9893
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9894
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9895
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9896
0
{
9897
0
    ImGuiContext& g = *GImGui;
9898
0
    ImGuiID id = g.LastItemData.ID;
9899
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9900
0
        return;
9901
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9902
0
        flags |= ImGuiInputFlags_CondDefault_;
9903
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9904
0
    {
9905
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9906
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9907
0
    }
9908
0
}
9909
9910
// This is the only public API until we expose owner_id versions of the API as replacements.
9911
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
9912
0
{
9913
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
9914
0
}
9915
9916
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
9917
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9918
108k
{
9919
108k
    ImGuiContext& g = *GImGui;
9920
108k
    if (key_chord & ImGuiMod_Shortcut)
9921
0
        key_chord = ConvertShortcutMod(key_chord);
9922
108k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9923
108k
    if (g.IO.KeyMods != mods)
9924
108k
        return false;
9925
9926
    // Special storage location for mods
9927
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9928
0
    if (key == ImGuiKey_None)
9929
0
        key = ConvertSingleModFlagToKey(&g, mods);
9930
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9931
0
        return false;
9932
0
    return true;
9933
0
}
9934
9935
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9936
108k
{
9937
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9938
108k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9939
108k
        flags |= ImGuiInputFlags_RouteFocused;
9940
108k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9941
0
        return false;
9942
9943
108k
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
9944
108k
        return false;
9945
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9946
0
    return true;
9947
108k
}
9948
9949
9950
//-----------------------------------------------------------------------------
9951
// [SECTION] ERROR CHECKING
9952
//-----------------------------------------------------------------------------
9953
9954
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9955
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9956
// If this triggers you have an issue:
9957
// - Most commonly: mismatched headers and compiled code version.
9958
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9959
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9960
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9961
//   Otherwise it is possible that different compilation units would see different structure layout
9962
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9963
3
{
9964
3
    bool error = false;
9965
3
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9966
3
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9967
3
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9968
3
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9969
3
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9970
3
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9971
3
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9972
3
    return !error;
9973
3
}
9974
9975
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9976
// This is causing issues and ambiguity and we need to retire that.
9977
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9978
// [Scenario 1]
9979
//  Previously this would make the window content size ~200x200:
9980
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9981
//  Instead, please submit an item:
9982
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9983
//  Alternative:
9984
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9985
// [Scenario 2]
9986
//  For reference this is one of the issue what we aim to fix with this change:
9987
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9988
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9989
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9990
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9991
0
{
9992
0
    ImGuiContext& g = *GImGui;
9993
0
    ImGuiWindow* window = g.CurrentWindow;
9994
0
    IM_ASSERT(window->DC.IsSetPos);
9995
0
    window->DC.IsSetPos = false;
9996
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9997
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9998
0
        return;
9999
0
    if (window->SkipItems)
10000
0
        return;
10001
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
10002
#else
10003
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10004
#endif
10005
0
}
10006
10007
static void ImGui::ErrorCheckNewFrameSanityChecks()
10008
54.2k
{
10009
54.2k
    ImGuiContext& g = *GImGui;
10010
10011
    // Check user IM_ASSERT macro
10012
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10013
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10014
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10015
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10016
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10017
54.2k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10018
10019
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10020
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10021
#ifdef __EMSCRIPTEN__
10022
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10023
        g.IO.DeltaTime = 0.00001f;
10024
#endif
10025
10026
    // Check user data
10027
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10028
54.2k
    IM_ASSERT(g.Initialized);
10029
54.2k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10030
54.2k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10031
54.2k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10032
54.2k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10033
54.2k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10034
54.2k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10035
54.2k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10036
54.2k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10037
54.2k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10038
54.2k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10039
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10040
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10041
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10042
10043
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10044
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10045
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10046
#endif
10047
10048
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10049
54.2k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10050
3
        g.IO.ConfigWindowsResizeFromEdges = false;
10051
10052
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10053
54.2k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10054
54.2k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10055
54.2k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10056
54.2k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10057
10058
    // Perform simple checks: multi-viewport and platform windows support
10059
54.2k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10060
3
    {
10061
3
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10062
0
        {
10063
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10064
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10065
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10066
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10067
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10068
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10069
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10070
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10071
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10072
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10073
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10074
0
        }
10075
3
        else
10076
3
        {
10077
            // Disable feature, our backends do not support it
10078
3
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10079
3
        }
10080
10081
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10082
3
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10083
0
        {
10084
0
            IM_UNUSED(mon);
10085
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10086
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10087
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10088
0
        }
10089
3
    }
10090
54.2k
}
10091
10092
static void ImGui::ErrorCheckEndFrameSanityChecks()
10093
54.2k
{
10094
54.2k
    ImGuiContext& g = *GImGui;
10095
10096
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10097
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10098
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10099
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10100
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10101
    // while still correctly asserting on mid-frame key press events.
10102
54.2k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10103
54.2k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10104
54.2k
    IM_UNUSED(key_mods);
10105
10106
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10107
    //ErrorCheckEndFrameRecover();
10108
10109
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10110
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10111
54.2k
    if (g.CurrentWindowStack.Size != 1)
10112
0
    {
10113
0
        if (g.CurrentWindowStack.Size > 1)
10114
0
        {
10115
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10116
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10117
0
            IM_UNUSED(window);
10118
0
            while (g.CurrentWindowStack.Size > 1)
10119
0
                End();
10120
0
        }
10121
0
        else
10122
0
        {
10123
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10124
0
        }
10125
0
    }
10126
10127
54.2k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10128
54.2k
}
10129
10130
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10131
// Must be called during or before EndFrame().
10132
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10133
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10134
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10135
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10136
0
{
10137
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10138
0
    ImGuiContext& g = *GImGui;
10139
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10140
0
    {
10141
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10142
0
        ImGuiWindow* window = g.CurrentWindow;
10143
0
        if (g.CurrentWindowStack.Size == 1)
10144
0
        {
10145
0
            IM_ASSERT(window->IsFallbackWindow);
10146
0
            break;
10147
0
        }
10148
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10149
0
        {
10150
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10151
0
            EndChild();
10152
0
        }
10153
0
        else
10154
0
        {
10155
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10156
0
            End();
10157
0
        }
10158
0
    }
10159
0
}
10160
10161
// Must be called before End()/EndChild()
10162
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10163
0
{
10164
0
    ImGuiContext& g = *GImGui;
10165
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10166
0
    {
10167
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10168
0
        EndTable();
10169
0
    }
10170
10171
0
    ImGuiWindow* window = g.CurrentWindow;
10172
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10173
0
    IM_ASSERT(window != NULL);
10174
0
    while (g.CurrentTabBar != NULL) //-V1044
10175
0
    {
10176
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10177
0
        EndTabBar();
10178
0
    }
10179
0
    while (window->DC.TreeDepth > 0)
10180
0
    {
10181
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10182
0
        TreePop();
10183
0
    }
10184
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10185
0
    {
10186
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10187
0
        EndGroup();
10188
0
    }
10189
0
    while (window->IDStack.Size > 1)
10190
0
    {
10191
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10192
0
        PopID();
10193
0
    }
10194
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10195
0
    {
10196
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10197
0
        EndDisabled();
10198
0
    }
10199
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10200
0
    {
10201
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10202
0
        PopStyleColor();
10203
0
    }
10204
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10205
0
    {
10206
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10207
0
        PopItemFlag();
10208
0
    }
10209
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10210
0
    {
10211
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10212
0
        PopStyleVar();
10213
0
    }
10214
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10215
0
    {
10216
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10217
0
        PopFont();
10218
0
    }
10219
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10220
0
    {
10221
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10222
0
        PopFocusScope();
10223
0
    }
10224
0
}
10225
10226
// Save current stack sizes for later compare
10227
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10228
133k
{
10229
133k
    ImGuiContext& g = *ctx;
10230
133k
    ImGuiWindow* window = g.CurrentWindow;
10231
133k
    SizeOfIDStack = (short)window->IDStack.Size;
10232
133k
    SizeOfColorStack = (short)g.ColorStack.Size;
10233
133k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10234
133k
    SizeOfFontStack = (short)g.FontStack.Size;
10235
133k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10236
133k
    SizeOfGroupStack = (short)g.GroupStack.Size;
10237
133k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10238
133k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10239
133k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10240
133k
}
10241
10242
// Compare to detect usage errors
10243
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10244
133k
{
10245
133k
    ImGuiContext& g = *ctx;
10246
133k
    ImGuiWindow* window = g.CurrentWindow;
10247
133k
    IM_UNUSED(window);
10248
10249
    // Window stacks
10250
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10251
133k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10252
10253
    // Global stacks
10254
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10255
133k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10256
133k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10257
133k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10258
133k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10259
133k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10260
133k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10261
133k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10262
133k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10263
133k
}
10264
10265
10266
//-----------------------------------------------------------------------------
10267
// [SECTION] LAYOUT
10268
//-----------------------------------------------------------------------------
10269
// - ItemSize()
10270
// - ItemAdd()
10271
// - SameLine()
10272
// - GetCursorScreenPos()
10273
// - SetCursorScreenPos()
10274
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10275
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10276
// - GetCursorStartPos()
10277
// - Indent()
10278
// - Unindent()
10279
// - SetNextItemWidth()
10280
// - PushItemWidth()
10281
// - PushMultiItemsWidths()
10282
// - PopItemWidth()
10283
// - CalcItemWidth()
10284
// - CalcItemSize()
10285
// - GetTextLineHeight()
10286
// - GetTextLineHeightWithSpacing()
10287
// - GetFrameHeight()
10288
// - GetFrameHeightWithSpacing()
10289
// - GetContentRegionMax()
10290
// - GetContentRegionMaxAbs() [Internal]
10291
// - GetContentRegionAvail(),
10292
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10293
// - BeginGroup()
10294
// - EndGroup()
10295
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10296
//-----------------------------------------------------------------------------
10297
10298
// Advance cursor given item size for layout.
10299
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10300
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10301
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10302
47.1k
{
10303
47.1k
    ImGuiContext& g = *GImGui;
10304
47.1k
    ImGuiWindow* window = g.CurrentWindow;
10305
47.1k
    if (window->SkipItems)
10306
0
        return;
10307
10308
    // We increase the height in this function to accommodate for baseline offset.
10309
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10310
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10311
47.1k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10312
10313
47.1k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10314
47.1k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10315
10316
    // Always align ourselves on pixel boundaries
10317
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10318
47.1k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10319
47.1k
    window->DC.CursorPosPrevLine.y = line_y1;
10320
47.1k
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10321
47.1k
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10322
47.1k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10323
47.1k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10324
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10325
10326
47.1k
    window->DC.PrevLineSize.y = line_height;
10327
47.1k
    window->DC.CurrLineSize.y = 0.0f;
10328
47.1k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10329
47.1k
    window->DC.CurrLineTextBaseOffset = 0.0f;
10330
47.1k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10331
10332
    // Horizontal layout mode
10333
47.1k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10334
0
        SameLine();
10335
47.1k
}
10336
10337
// Declare item bounding box for clipping and interaction.
10338
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10339
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10340
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10341
194k
{
10342
194k
    ImGuiContext& g = *GImGui;
10343
194k
    ImGuiWindow* window = g.CurrentWindow;
10344
10345
    // Set item data
10346
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10347
194k
    g.LastItemData.ID = id;
10348
194k
    g.LastItemData.Rect = bb;
10349
194k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10350
194k
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10351
194k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10352
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10353
10354
    // Directional navigation processing
10355
194k
    if (id != 0)
10356
170k
    {
10357
170k
        KeepAliveID(id);
10358
10359
        // Runs prior to clipping early-out
10360
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10361
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10362
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10363
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10364
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10365
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10366
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10367
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10368
170k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10369
131k
        {
10370
131k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10371
131k
            if (g.NavId == id || g.NavAnyRequest)
10372
8.95k
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10373
4.17k
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10374
4.17k
                        NavProcessItem();
10375
131k
        }
10376
10377
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10378
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10379
        // READ THE FAQ: https://dearimgui.com/faq
10380
170k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10381
170k
    }
10382
194k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10383
194k
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10384
10385
#ifdef IMGUI_ENABLE_TEST_ENGINE
10386
    if (id != 0)
10387
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10388
#endif
10389
10390
    // Clipping test
10391
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10392
    //const bool is_clipped = IsClippedEx(bb, id);
10393
    //if (is_clipped)
10394
    //    return false;
10395
194k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10396
194k
    if (!is_rect_visible)
10397
26.9k
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10398
26.8k
            if (!g.LogEnabled)
10399
26.8k
                return false;
10400
10401
    // [DEBUG]
10402
167k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10403
167k
    if (id != 0 && id == g.DebugLocateId)
10404
0
        DebugLocateItemResolveWithLastItem();
10405
167k
#endif
10406
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10407
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10408
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10409
10410
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10411
167k
    if (is_rect_visible)
10412
167k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10413
167k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10414
1.06k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10415
167k
    return true;
10416
194k
}
10417
10418
// Gets back to previous line and continue with horizontal layout
10419
//      offset_from_start_x == 0 : follow right after previous item
10420
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10421
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10422
//      spacing_w >= 0           : enforce spacing amount
10423
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10424
0
{
10425
0
    ImGuiContext& g = *GImGui;
10426
0
    ImGuiWindow* window = g.CurrentWindow;
10427
0
    if (window->SkipItems)
10428
0
        return;
10429
10430
0
    if (offset_from_start_x != 0.0f)
10431
0
    {
10432
0
        if (spacing_w < 0.0f)
10433
0
            spacing_w = 0.0f;
10434
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10435
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10436
0
    }
10437
0
    else
10438
0
    {
10439
0
        if (spacing_w < 0.0f)
10440
0
            spacing_w = g.Style.ItemSpacing.x;
10441
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10442
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10443
0
    }
10444
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10445
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10446
0
    window->DC.IsSameLine = true;
10447
0
}
10448
10449
ImVec2 ImGui::GetCursorScreenPos()
10450
31.5k
{
10451
31.5k
    ImGuiWindow* window = GetCurrentWindowRead();
10452
31.5k
    return window->DC.CursorPos;
10453
31.5k
}
10454
10455
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10456
0
{
10457
0
    ImGuiWindow* window = GetCurrentWindow();
10458
0
    window->DC.CursorPos = pos;
10459
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10460
0
    window->DC.IsSetPos = true;
10461
0
}
10462
10463
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10464
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10465
ImVec2 ImGui::GetCursorPos()
10466
0
{
10467
0
    ImGuiWindow* window = GetCurrentWindowRead();
10468
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10469
0
}
10470
10471
float ImGui::GetCursorPosX()
10472
0
{
10473
0
    ImGuiWindow* window = GetCurrentWindowRead();
10474
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10475
0
}
10476
10477
float ImGui::GetCursorPosY()
10478
0
{
10479
0
    ImGuiWindow* window = GetCurrentWindowRead();
10480
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10481
0
}
10482
10483
void ImGui::SetCursorPos(const ImVec2& local_pos)
10484
0
{
10485
0
    ImGuiWindow* window = GetCurrentWindow();
10486
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10487
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10488
0
    window->DC.IsSetPos = true;
10489
0
}
10490
10491
void ImGui::SetCursorPosX(float x)
10492
0
{
10493
0
    ImGuiWindow* window = GetCurrentWindow();
10494
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10495
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10496
0
    window->DC.IsSetPos = true;
10497
0
}
10498
10499
void ImGui::SetCursorPosY(float y)
10500
0
{
10501
0
    ImGuiWindow* window = GetCurrentWindow();
10502
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10503
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10504
0
    window->DC.IsSetPos = true;
10505
0
}
10506
10507
ImVec2 ImGui::GetCursorStartPos()
10508
0
{
10509
0
    ImGuiWindow* window = GetCurrentWindowRead();
10510
0
    return window->DC.CursorStartPos - window->Pos;
10511
0
}
10512
10513
void ImGui::Indent(float indent_w)
10514
0
{
10515
0
    ImGuiContext& g = *GImGui;
10516
0
    ImGuiWindow* window = GetCurrentWindow();
10517
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10518
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10519
0
}
10520
10521
void ImGui::Unindent(float indent_w)
10522
0
{
10523
0
    ImGuiContext& g = *GImGui;
10524
0
    ImGuiWindow* window = GetCurrentWindow();
10525
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10526
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10527
0
}
10528
10529
// Affect large frame+labels widgets only.
10530
void ImGui::SetNextItemWidth(float item_width)
10531
0
{
10532
0
    ImGuiContext& g = *GImGui;
10533
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10534
0
    g.NextItemData.Width = item_width;
10535
0
}
10536
10537
// FIXME: Remove the == 0.0f behavior?
10538
void ImGui::PushItemWidth(float item_width)
10539
0
{
10540
0
    ImGuiContext& g = *GImGui;
10541
0
    ImGuiWindow* window = g.CurrentWindow;
10542
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10543
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10544
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10545
0
}
10546
10547
void ImGui::PushMultiItemsWidths(int components, float w_full)
10548
0
{
10549
0
    ImGuiContext& g = *GImGui;
10550
0
    ImGuiWindow* window = g.CurrentWindow;
10551
0
    const ImGuiStyle& style = g.Style;
10552
0
    const float w_item_one  = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10553
0
    const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10554
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10555
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10556
0
    for (int i = 0; i < components - 2; i++)
10557
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10558
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10559
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10560
0
}
10561
10562
void ImGui::PopItemWidth()
10563
0
{
10564
0
    ImGuiWindow* window = GetCurrentWindow();
10565
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10566
0
    window->DC.ItemWidthStack.pop_back();
10567
0
}
10568
10569
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10570
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10571
float ImGui::CalcItemWidth()
10572
0
{
10573
0
    ImGuiContext& g = *GImGui;
10574
0
    ImGuiWindow* window = g.CurrentWindow;
10575
0
    float w;
10576
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10577
0
        w = g.NextItemData.Width;
10578
0
    else
10579
0
        w = window->DC.ItemWidth;
10580
0
    if (w < 0.0f)
10581
0
    {
10582
0
        float region_max_x = GetContentRegionMaxAbs().x;
10583
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10584
0
    }
10585
0
    w = IM_TRUNC(w);
10586
0
    return w;
10587
0
}
10588
10589
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10590
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10591
// Note that only CalcItemWidth() is publicly exposed.
10592
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10593
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10594
24.8k
{
10595
24.8k
    ImGuiContext& g = *GImGui;
10596
24.8k
    ImGuiWindow* window = g.CurrentWindow;
10597
10598
24.8k
    ImVec2 region_max;
10599
24.8k
    if (size.x < 0.0f || size.y < 0.0f)
10600
0
        region_max = GetContentRegionMaxAbs();
10601
10602
24.8k
    if (size.x == 0.0f)
10603
4.58k
        size.x = default_w;
10604
20.2k
    else if (size.x < 0.0f)
10605
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10606
10607
24.8k
    if (size.y == 0.0f)
10608
2.09k
        size.y = default_h;
10609
22.7k
    else if (size.y < 0.0f)
10610
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10611
10612
24.8k
    return size;
10613
24.8k
}
10614
10615
float ImGui::GetTextLineHeight()
10616
0
{
10617
0
    ImGuiContext& g = *GImGui;
10618
0
    return g.FontSize;
10619
0
}
10620
10621
float ImGui::GetTextLineHeightWithSpacing()
10622
24.8k
{
10623
24.8k
    ImGuiContext& g = *GImGui;
10624
24.8k
    return g.FontSize + g.Style.ItemSpacing.y;
10625
24.8k
}
10626
10627
float ImGui::GetFrameHeight()
10628
250
{
10629
250
    ImGuiContext& g = *GImGui;
10630
250
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10631
250
}
10632
10633
float ImGui::GetFrameHeightWithSpacing()
10634
0
{
10635
0
    ImGuiContext& g = *GImGui;
10636
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10637
0
}
10638
10639
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10640
10641
// FIXME: This is in window space (not screen space!).
10642
ImVec2 ImGui::GetContentRegionMax()
10643
0
{
10644
0
    ImGuiContext& g = *GImGui;
10645
0
    ImGuiWindow* window = g.CurrentWindow;
10646
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10647
0
    return mx - window->Pos;
10648
0
}
10649
10650
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10651
ImVec2 ImGui::GetContentRegionMaxAbs()
10652
24.8k
{
10653
24.8k
    ImGuiContext& g = *GImGui;
10654
24.8k
    ImGuiWindow* window = g.CurrentWindow;
10655
24.8k
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10656
24.8k
    return mx;
10657
24.8k
}
10658
10659
ImVec2 ImGui::GetContentRegionAvail()
10660
24.8k
{
10661
24.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10662
24.8k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10663
24.8k
}
10664
10665
// In window space (not screen space!)
10666
ImVec2 ImGui::GetWindowContentRegionMin()
10667
0
{
10668
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10669
0
    return window->ContentRegionRect.Min - window->Pos;
10670
0
}
10671
10672
ImVec2 ImGui::GetWindowContentRegionMax()
10673
24.8k
{
10674
24.8k
    ImGuiWindow* window = GImGui->CurrentWindow;
10675
24.8k
    return window->ContentRegionRect.Max - window->Pos;
10676
24.8k
}
10677
10678
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10679
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10680
// FIXME-OPT: Could we safely early out on ->SkipItems?
10681
void ImGui::BeginGroup()
10682
0
{
10683
0
    ImGuiContext& g = *GImGui;
10684
0
    ImGuiWindow* window = g.CurrentWindow;
10685
10686
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10687
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10688
0
    group_data.WindowID = window->ID;
10689
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10690
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10691
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10692
0
    group_data.BackupIndent = window->DC.Indent;
10693
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10694
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10695
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10696
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10697
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10698
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10699
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10700
0
    group_data.EmitItem = true;
10701
10702
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10703
0
    window->DC.Indent = window->DC.GroupOffset;
10704
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10705
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10706
0
    if (g.LogEnabled)
10707
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10708
0
}
10709
10710
void ImGui::EndGroup()
10711
0
{
10712
0
    ImGuiContext& g = *GImGui;
10713
0
    ImGuiWindow* window = g.CurrentWindow;
10714
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10715
10716
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10717
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10718
10719
0
    if (window->DC.IsSetPos)
10720
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10721
10722
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10723
10724
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10725
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10726
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10727
0
    window->DC.Indent = group_data.BackupIndent;
10728
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10729
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10730
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10731
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10732
0
    if (g.LogEnabled)
10733
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10734
10735
0
    if (!group_data.EmitItem)
10736
0
    {
10737
0
        g.GroupStack.pop_back();
10738
0
        return;
10739
0
    }
10740
10741
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10742
0
    ItemSize(group_bb.GetSize());
10743
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10744
10745
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10746
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10747
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10748
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10749
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10750
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10751
0
    if (group_contains_curr_active_id)
10752
0
        g.LastItemData.ID = g.ActiveId;
10753
0
    else if (group_contains_prev_active_id)
10754
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10755
0
    g.LastItemData.Rect = group_bb;
10756
10757
    // Forward Hovered flag
10758
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10759
0
    if (group_contains_curr_hovered_id)
10760
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10761
10762
    // Forward Edited flag
10763
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10764
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10765
10766
    // Forward Deactivated flag
10767
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10768
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10769
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10770
10771
0
    g.GroupStack.pop_back();
10772
0
    if (g.DebugShowGroupRects)
10773
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10774
0
}
10775
10776
10777
//-----------------------------------------------------------------------------
10778
// [SECTION] SCROLLING
10779
//-----------------------------------------------------------------------------
10780
10781
// Helper to snap on edges when aiming at an item very close to the edge,
10782
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10783
// When we refactor the scrolling API this may be configurable with a flag?
10784
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10785
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10786
0
{
10787
0
    if (target <= snap_min + snap_threshold)
10788
0
        return ImLerp(snap_min, target, center_ratio);
10789
0
    if (target >= snap_max - snap_threshold)
10790
0
        return ImLerp(target, snap_max, center_ratio);
10791
0
    return target;
10792
0
}
10793
10794
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10795
133k
{
10796
133k
    ImVec2 scroll = window->Scroll;
10797
133k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10798
401k
    for (int axis = 0; axis < 2; axis++)
10799
267k
    {
10800
267k
        if (window->ScrollTarget[axis] < FLT_MAX)
10801
17.1k
        {
10802
17.1k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10803
17.1k
            float scroll_target = window->ScrollTarget[axis];
10804
17.1k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10805
0
            {
10806
0
                float snap_min = 0.0f;
10807
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10808
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10809
0
            }
10810
17.1k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10811
17.1k
        }
10812
267k
        scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
10813
267k
        if (!window->Collapsed && !window->SkipItems)
10814
203k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10815
267k
    }
10816
133k
    return scroll;
10817
133k
}
10818
10819
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10820
0
{
10821
0
    ImGuiContext& g = *GImGui;
10822
0
    ImGuiWindow* window = g.CurrentWindow;
10823
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10824
0
}
10825
10826
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10827
0
{
10828
0
    ScrollToRectEx(window, item_rect, flags);
10829
0
}
10830
10831
// Scroll to keep newly navigated item fully into view
10832
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10833
534
{
10834
534
    ImGuiContext& g = *GImGui;
10835
534
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10836
534
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10837
534
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10838
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10839
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10840
10841
    // Check that only one behavior is selected per axis
10842
534
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10843
534
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10844
10845
    // Defaults
10846
534
    ImGuiScrollFlags in_flags = flags;
10847
534
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10848
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10849
534
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10850
213
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10851
10852
534
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10853
534
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10854
534
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10855
534
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10856
10857
534
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10858
0
    {
10859
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10860
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10861
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10862
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10863
0
    }
10864
534
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10865
0
    {
10866
0
        if (can_be_fully_visible_x)
10867
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10868
0
        else
10869
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10870
0
    }
10871
10872
534
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10873
74
    {
10874
74
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10875
74
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10876
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10877
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10878
74
    }
10879
460
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10880
0
    {
10881
0
        if (can_be_fully_visible_y)
10882
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10883
0
        else
10884
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10885
0
    }
10886
10887
534
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10888
534
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10889
10890
    // Also scroll parent window to keep us into view if necessary
10891
534
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10892
0
    {
10893
        // FIXME-SCROLL: May be an option?
10894
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10895
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10896
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10897
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10898
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10899
0
    }
10900
10901
534
    return delta_scroll;
10902
534
}
10903
10904
float ImGui::GetScrollX()
10905
33.3k
{
10906
33.3k
    ImGuiWindow* window = GImGui->CurrentWindow;
10907
33.3k
    return window->Scroll.x;
10908
33.3k
}
10909
10910
float ImGui::GetScrollY()
10911
33.3k
{
10912
33.3k
    ImGuiWindow* window = GImGui->CurrentWindow;
10913
33.3k
    return window->Scroll.y;
10914
33.3k
}
10915
10916
float ImGui::GetScrollMaxX()
10917
0
{
10918
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10919
0
    return window->ScrollMax.x;
10920
0
}
10921
10922
float ImGui::GetScrollMaxY()
10923
0
{
10924
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10925
0
    return window->ScrollMax.y;
10926
0
}
10927
10928
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10929
8.88k
{
10930
8.88k
    window->ScrollTarget.x = scroll_x;
10931
8.88k
    window->ScrollTargetCenterRatio.x = 0.0f;
10932
8.88k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10933
8.88k
}
10934
10935
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10936
8.49k
{
10937
8.49k
    window->ScrollTarget.y = scroll_y;
10938
8.49k
    window->ScrollTargetCenterRatio.y = 0.0f;
10939
8.49k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10940
8.49k
}
10941
10942
void ImGui::SetScrollX(float scroll_x)
10943
8.41k
{
10944
8.41k
    ImGuiContext& g = *GImGui;
10945
8.41k
    SetScrollX(g.CurrentWindow, scroll_x);
10946
8.41k
}
10947
10948
void ImGui::SetScrollY(float scroll_y)
10949
7.62k
{
10950
7.62k
    ImGuiContext& g = *GImGui;
10951
7.62k
    SetScrollY(g.CurrentWindow, scroll_y);
10952
7.62k
}
10953
10954
// Note that a local position will vary depending on initial scroll value,
10955
// This is a little bit confusing so bear with us:
10956
//  - local_pos = (absolution_pos - window->Pos)
10957
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10958
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10959
//  - They mostly exist because of legacy API.
10960
// Following the rules above, when trying to work with scrolling code, consider that:
10961
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10962
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10963
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10964
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10965
0
{
10966
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10967
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10968
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10969
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10970
0
}
10971
10972
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10973
74
{
10974
74
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10975
74
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10976
74
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10977
74
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10978
74
}
10979
10980
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10981
0
{
10982
0
    ImGuiContext& g = *GImGui;
10983
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10984
0
}
10985
10986
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10987
0
{
10988
0
    ImGuiContext& g = *GImGui;
10989
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10990
0
}
10991
10992
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10993
void ImGui::SetScrollHereX(float center_x_ratio)
10994
0
{
10995
0
    ImGuiContext& g = *GImGui;
10996
0
    ImGuiWindow* window = g.CurrentWindow;
10997
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10998
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10999
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
11000
11001
    // Tweak: snap on edges when aiming at an item very close to the edge
11002
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
11003
0
}
11004
11005
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11006
void ImGui::SetScrollHereY(float center_y_ratio)
11007
0
{
11008
0
    ImGuiContext& g = *GImGui;
11009
0
    ImGuiWindow* window = g.CurrentWindow;
11010
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11011
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11012
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11013
11014
    // Tweak: snap on edges when aiming at an item very close to the edge
11015
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11016
0
}
11017
11018
//-----------------------------------------------------------------------------
11019
// [SECTION] TOOLTIPS
11020
//-----------------------------------------------------------------------------
11021
11022
bool ImGui::BeginTooltip()
11023
0
{
11024
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11025
0
}
11026
11027
bool ImGui::BeginItemTooltip()
11028
0
{
11029
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11030
0
        return false;
11031
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11032
0
}
11033
11034
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11035
0
{
11036
0
    ImGuiContext& g = *GImGui;
11037
11038
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11039
0
    {
11040
        // Drag and Drop tooltips are positioning differently than other tooltips:
11041
        // - offset visibility to increase visibility around mouse.
11042
        // - never clamp within outer viewport boundary.
11043
        // We call SetNextWindowPos() to enforce position and disable clamping.
11044
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11045
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11046
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11047
0
        SetNextWindowPos(tooltip_pos);
11048
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11049
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11050
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11051
0
    }
11052
11053
0
    char window_name[16];
11054
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11055
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11056
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11057
0
            if (window->Active)
11058
0
            {
11059
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11060
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
11061
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11062
0
            }
11063
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11064
0
    Begin(window_name, NULL, flags | extra_window_flags);
11065
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11066
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11067
    //if (!ret)
11068
    //    End();
11069
    //return ret;
11070
0
    return true;
11071
0
}
11072
11073
void ImGui::EndTooltip()
11074
0
{
11075
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11076
0
    End();
11077
0
}
11078
11079
void ImGui::SetTooltip(const char* fmt, ...)
11080
0
{
11081
0
    va_list args;
11082
0
    va_start(args, fmt);
11083
0
    SetTooltipV(fmt, args);
11084
0
    va_end(args);
11085
0
}
11086
11087
void ImGui::SetTooltipV(const char* fmt, va_list args)
11088
0
{
11089
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11090
0
        return;
11091
0
    TextV(fmt, args);
11092
0
    EndTooltip();
11093
0
}
11094
11095
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11096
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11097
void ImGui::SetItemTooltip(const char* fmt, ...)
11098
0
{
11099
0
    va_list args;
11100
0
    va_start(args, fmt);
11101
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11102
0
        SetTooltipV(fmt, args);
11103
0
    va_end(args);
11104
0
}
11105
11106
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11107
0
{
11108
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11109
0
        SetTooltipV(fmt, args);
11110
0
}
11111
11112
11113
//-----------------------------------------------------------------------------
11114
// [SECTION] POPUPS
11115
//-----------------------------------------------------------------------------
11116
11117
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11118
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11119
0
{
11120
0
    ImGuiContext& g = *GImGui;
11121
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11122
0
    {
11123
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11124
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11125
0
        IM_ASSERT(id == 0);
11126
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11127
0
            return g.OpenPopupStack.Size > 0;
11128
0
        else
11129
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11130
0
    }
11131
0
    else
11132
0
    {
11133
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11134
0
        {
11135
            // Return true if the popup is open anywhere in the popup stack
11136
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11137
0
                if (popup_data.PopupId == id)
11138
0
                    return true;
11139
0
            return false;
11140
0
        }
11141
0
        else
11142
0
        {
11143
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11144
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11145
0
        }
11146
0
    }
11147
0
}
11148
11149
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11150
0
{
11151
0
    ImGuiContext& g = *GImGui;
11152
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11153
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11154
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11155
0
    return IsPopupOpen(id, popup_flags);
11156
0
}
11157
11158
// Also see FindBlockingModal(NULL)
11159
ImGuiWindow* ImGui::GetTopMostPopupModal()
11160
162k
{
11161
162k
    ImGuiContext& g = *GImGui;
11162
162k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11163
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11164
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11165
0
                return popup;
11166
162k
    return NULL;
11167
162k
}
11168
11169
// See Demo->Stacked Modal to confirm what this is for.
11170
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11171
54.2k
{
11172
54.2k
    ImGuiContext& g = *GImGui;
11173
54.2k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11174
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11175
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11176
0
                return popup;
11177
54.2k
    return NULL;
11178
54.2k
}
11179
11180
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11181
0
{
11182
0
    ImGuiContext& g = *GImGui;
11183
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11184
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11185
0
    OpenPopupEx(id, popup_flags);
11186
0
}
11187
11188
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11189
0
{
11190
0
    OpenPopupEx(id, popup_flags);
11191
0
}
11192
11193
// Mark popup as open (toggle toward open state).
11194
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11195
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11196
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11197
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11198
0
{
11199
0
    ImGuiContext& g = *GImGui;
11200
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11201
0
    const int current_stack_size = g.BeginPopupStack.Size;
11202
11203
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11204
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11205
0
            return;
11206
11207
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11208
0
    popup_ref.PopupId = id;
11209
0
    popup_ref.Window = NULL;
11210
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11211
0
    popup_ref.OpenFrameCount = g.FrameCount;
11212
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11213
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11214
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11215
11216
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11217
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11218
0
    {
11219
0
        g.OpenPopupStack.push_back(popup_ref);
11220
0
    }
11221
0
    else
11222
0
    {
11223
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11224
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11225
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11226
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11227
0
        {
11228
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11229
0
        }
11230
0
        else
11231
0
        {
11232
            // Close child popups if any, then flag popup for open/reopen
11233
0
            ClosePopupToLevel(current_stack_size, false);
11234
0
            g.OpenPopupStack.push_back(popup_ref);
11235
0
        }
11236
11237
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11238
        // This is equivalent to what ClosePopupToLevel() does.
11239
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11240
        //    FocusWindow(parent_window);
11241
0
    }
11242
0
}
11243
11244
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11245
// This function closes any popups that are over 'ref_window'.
11246
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11247
6.29k
{
11248
6.29k
    ImGuiContext& g = *GImGui;
11249
6.29k
    if (g.OpenPopupStack.Size == 0)
11250
6.29k
        return;
11251
11252
    // Don't close our own child popup windows.
11253
0
    int popup_count_to_keep = 0;
11254
0
    if (ref_window)
11255
0
    {
11256
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11257
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11258
0
        {
11259
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11260
0
            if (!popup.Window)
11261
0
                continue;
11262
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11263
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11264
0
                continue;
11265
11266
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11267
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11268
            //     Window -> Popup1 -> Popup2 -> Popup3
11269
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11270
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11271
0
            bool ref_window_is_descendent_of_popup = false;
11272
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11273
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11274
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11275
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11276
0
                    {
11277
0
                        ref_window_is_descendent_of_popup = true;
11278
0
                        break;
11279
0
                    }
11280
0
            if (!ref_window_is_descendent_of_popup)
11281
0
                break;
11282
0
        }
11283
0
    }
11284
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11285
0
    {
11286
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11287
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11288
0
    }
11289
0
}
11290
11291
void ImGui::ClosePopupsExceptModals()
11292
0
{
11293
0
    ImGuiContext& g = *GImGui;
11294
11295
0
    int popup_count_to_keep;
11296
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11297
0
    {
11298
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11299
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11300
0
            break;
11301
0
    }
11302
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11303
0
        ClosePopupToLevel(popup_count_to_keep, true);
11304
0
}
11305
11306
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11307
0
{
11308
0
    ImGuiContext& g = *GImGui;
11309
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11310
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11311
11312
    // Trim open popup stack
11313
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11314
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11315
0
    g.OpenPopupStack.resize(remaining);
11316
11317
0
    if (restore_focus_to_window_under_popup)
11318
0
    {
11319
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11320
0
        if (focus_window && !focus_window->WasActive && popup_window)
11321
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11322
0
        else
11323
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11324
0
    }
11325
0
}
11326
11327
// Close the popup we have begin-ed into.
11328
void ImGui::CloseCurrentPopup()
11329
0
{
11330
0
    ImGuiContext& g = *GImGui;
11331
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11332
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11333
0
        return;
11334
11335
    // Closing a menu closes its top-most parent popup (unless a modal)
11336
0
    while (popup_idx > 0)
11337
0
    {
11338
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11339
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11340
0
        bool close_parent = false;
11341
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11342
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11343
0
                close_parent = true;
11344
0
        if (!close_parent)
11345
0
            break;
11346
0
        popup_idx--;
11347
0
    }
11348
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11349
0
    ClosePopupToLevel(popup_idx, true);
11350
11351
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11352
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11353
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11354
0
    if (ImGuiWindow* window = g.NavWindow)
11355
0
        window->DC.NavHideHighlightOneFrame = true;
11356
0
}
11357
11358
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11359
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11360
0
{
11361
0
    ImGuiContext& g = *GImGui;
11362
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11363
0
    {
11364
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11365
0
        return false;
11366
0
    }
11367
11368
0
    char name[20];
11369
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11370
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11371
0
    else
11372
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11373
11374
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11375
0
    bool is_open = Begin(name, NULL, flags);
11376
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11377
0
        EndPopup();
11378
11379
0
    return is_open;
11380
0
}
11381
11382
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11383
0
{
11384
0
    ImGuiContext& g = *GImGui;
11385
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11386
0
    {
11387
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11388
0
        return false;
11389
0
    }
11390
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11391
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11392
0
    return BeginPopupEx(id, flags);
11393
0
}
11394
11395
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11396
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11397
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11398
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11399
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11400
0
{
11401
0
    ImGuiContext& g = *GImGui;
11402
0
    ImGuiWindow* window = g.CurrentWindow;
11403
0
    const ImGuiID id = window->GetID(name);
11404
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11405
0
    {
11406
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11407
0
        if (p_open && *p_open)
11408
0
            *p_open = false;
11409
0
        return false;
11410
0
    }
11411
11412
    // Center modal windows by default for increased visibility
11413
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11414
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11415
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11416
0
    {
11417
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11418
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11419
0
    }
11420
11421
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11422
0
    const bool is_open = Begin(name, p_open, flags);
11423
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11424
0
    {
11425
0
        EndPopup();
11426
0
        if (is_open)
11427
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11428
0
        return false;
11429
0
    }
11430
0
    return is_open;
11431
0
}
11432
11433
void ImGui::EndPopup()
11434
0
{
11435
0
    ImGuiContext& g = *GImGui;
11436
0
    ImGuiWindow* window = g.CurrentWindow;
11437
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11438
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11439
11440
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11441
0
    if (g.NavWindow == window)
11442
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11443
11444
    // Child-popups don't need to be laid out
11445
0
    IM_ASSERT(g.WithinEndChild == false);
11446
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11447
0
        g.WithinEndChild = true;
11448
0
    End();
11449
0
    g.WithinEndChild = false;
11450
0
}
11451
11452
// Helper to open a popup if mouse button is released over the item
11453
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11454
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11455
0
{
11456
0
    ImGuiContext& g = *GImGui;
11457
0
    ImGuiWindow* window = g.CurrentWindow;
11458
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11459
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11460
0
    {
11461
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11462
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11463
0
        OpenPopupEx(id, popup_flags);
11464
0
    }
11465
0
}
11466
11467
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11468
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11469
// - To create a popup with a specific identifier, pass it in str_id.
11470
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11471
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11472
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11473
//   This is essentially the same as:
11474
//       id = str_id ? GetID(str_id) : GetItemID();
11475
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11476
//       return BeginPopup(id);
11477
//   Which is essentially the same as:
11478
//       id = str_id ? GetID(str_id) : GetItemID();
11479
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11480
//           OpenPopup(id);
11481
//       return BeginPopup(id);
11482
//   The main difference being that this is tweaked to avoid computing the ID twice.
11483
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11484
0
{
11485
0
    ImGuiContext& g = *GImGui;
11486
0
    ImGuiWindow* window = g.CurrentWindow;
11487
0
    if (window->SkipItems)
11488
0
        return false;
11489
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11490
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11491
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11492
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11493
0
        OpenPopupEx(id, popup_flags);
11494
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11495
0
}
11496
11497
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11498
0
{
11499
0
    ImGuiContext& g = *GImGui;
11500
0
    ImGuiWindow* window = g.CurrentWindow;
11501
0
    if (!str_id)
11502
0
        str_id = "window_context";
11503
0
    ImGuiID id = window->GetID(str_id);
11504
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11505
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11506
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11507
0
            OpenPopupEx(id, popup_flags);
11508
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11509
0
}
11510
11511
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11512
0
{
11513
0
    ImGuiContext& g = *GImGui;
11514
0
    ImGuiWindow* window = g.CurrentWindow;
11515
0
    if (!str_id)
11516
0
        str_id = "void_context";
11517
0
    ImGuiID id = window->GetID(str_id);
11518
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11519
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11520
0
        if (GetTopMostPopupModal() == NULL)
11521
0
            OpenPopupEx(id, popup_flags);
11522
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11523
0
}
11524
11525
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11526
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11527
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11528
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11529
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11530
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11531
0
{
11532
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11533
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11534
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11535
11536
    // Combo Box policy (we want a connecting edge)
11537
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11538
0
    {
11539
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11540
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11541
0
        {
11542
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11543
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11544
0
                continue;
11545
0
            ImVec2 pos;
11546
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11547
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11548
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11549
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11550
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11551
0
                continue;
11552
0
            *last_dir = dir;
11553
0
            return pos;
11554
0
        }
11555
0
    }
11556
11557
    // Tooltip and Default popup policy
11558
    // (Always first try the direction we used on the last frame, if any)
11559
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11560
0
    {
11561
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11562
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11563
0
        {
11564
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11565
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11566
0
                continue;
11567
11568
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11569
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11570
11571
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11572
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11573
0
                continue;
11574
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11575
0
                continue;
11576
11577
0
            ImVec2 pos;
11578
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11579
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11580
11581
            // Clamp top-left corner of popup
11582
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11583
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11584
11585
0
            *last_dir = dir;
11586
0
            return pos;
11587
0
        }
11588
0
    }
11589
11590
    // Fallback when not enough room:
11591
0
    *last_dir = ImGuiDir_None;
11592
11593
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11594
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11595
0
        return ref_pos + ImVec2(2, 2);
11596
11597
    // Otherwise try to keep within display
11598
0
    ImVec2 pos = ref_pos;
11599
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11600
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11601
0
    return pos;
11602
0
}
11603
11604
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11605
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11606
0
{
11607
0
    ImGuiContext& g = *GImGui;
11608
0
    ImRect r_screen;
11609
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11610
0
    {
11611
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11612
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11613
0
        r_screen.Min = monitor.WorkPos;
11614
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11615
0
    }
11616
0
    else
11617
0
    {
11618
        // Use the full viewport area (not work area) for popups
11619
0
        r_screen = window->Viewport->GetMainRect();
11620
0
    }
11621
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11622
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11623
0
    return r_screen;
11624
0
}
11625
11626
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11627
0
{
11628
0
    ImGuiContext& g = *GImGui;
11629
11630
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11631
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11632
0
    {
11633
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11634
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11635
0
        ImGuiWindow* parent_window = window->ParentWindow;
11636
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11637
0
        ImRect r_avoid;
11638
0
        if (parent_window->DC.MenuBarAppending)
11639
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11640
0
        else
11641
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11642
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11643
0
    }
11644
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11645
0
    {
11646
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11647
0
    }
11648
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11649
0
    {
11650
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11651
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11652
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11653
0
        IM_ASSERT(g.CurrentWindow == window);
11654
0
        const float scale = g.Style.MouseCursorScale;
11655
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11656
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11657
0
        ImRect r_avoid;
11658
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11659
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11660
0
        else
11661
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11662
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11663
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11664
0
    }
11665
0
    IM_ASSERT(0);
11666
0
    return window->Pos;
11667
0
}
11668
11669
//-----------------------------------------------------------------------------
11670
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11671
//-----------------------------------------------------------------------------
11672
11673
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11674
// In our terminology those should be interchangeable, yet right now this is super confusing.
11675
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11676
11677
void ImGui::SetNavWindow(ImGuiWindow* window)
11678
6.16k
{
11679
6.16k
    ImGuiContext& g = *GImGui;
11680
6.16k
    if (g.NavWindow != window)
11681
6.16k
    {
11682
6.16k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11683
6.16k
        g.NavWindow = window;
11684
6.16k
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11685
6.16k
    }
11686
6.16k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11687
6.16k
    NavUpdateAnyRequestFlag();
11688
6.16k
}
11689
11690
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11691
3.10k
{
11692
3.10k
    ImGuiContext& g = *GImGui;
11693
3.10k
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11694
3.10k
}
11695
11696
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11697
735
{
11698
735
    ImGuiContext& g = *GImGui;
11699
735
    IM_ASSERT(g.NavWindow != NULL);
11700
735
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11701
735
    g.NavId = id;
11702
735
    g.NavLayer = nav_layer;
11703
735
    g.NavFocusScopeId = focus_scope_id;
11704
735
    g.NavWindow->NavLastIds[nav_layer] = id;
11705
735
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11706
11707
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11708
735
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11709
735
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11710
735
}
11711
11712
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11713
61
{
11714
61
    ImGuiContext& g = *GImGui;
11715
61
    IM_ASSERT(id != 0);
11716
11717
61
    if (g.NavWindow != window)
11718
45
       SetNavWindow(window);
11719
11720
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11721
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11722
61
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11723
61
    g.NavId = id;
11724
61
    g.NavLayer = nav_layer;
11725
61
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11726
61
    window->NavLastIds[nav_layer] = id;
11727
61
    if (g.LastItemData.ID == id)
11728
61
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11729
11730
61
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11731
0
        g.NavDisableMouseHover = true;
11732
61
    else
11733
61
        g.NavDisableHighlight = true;
11734
11735
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11736
61
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11737
61
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11738
61
}
11739
11740
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11741
389
{
11742
389
    if (ImFabs(dx) > ImFabs(dy))
11743
12
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11744
377
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11745
389
}
11746
11747
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11748
784
{
11749
784
    if (cand_max < curr_min)
11750
300
        return cand_max - curr_min;
11751
484
    if (curr_max < cand_min)
11752
68
        return cand_min - curr_max;
11753
416
    return 0.0f;
11754
484
}
11755
11756
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11757
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11758
999
{
11759
999
    ImGuiContext& g = *GImGui;
11760
999
    ImGuiWindow* window = g.CurrentWindow;
11761
999
    if (g.NavLayer != window->DC.NavLayerCurrent)
11762
607
        return false;
11763
11764
    // FIXME: Those are not good variables names
11765
392
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11766
392
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11767
392
    g.NavScoringDebugCount++;
11768
11769
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11770
392
    if (window->ParentWindow == g.NavWindow)
11771
0
    {
11772
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11773
0
        if (!window->ClipRect.Overlaps(cand))
11774
0
            return false;
11775
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11776
0
    }
11777
11778
    // Compute distance between boxes
11779
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11780
392
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11781
392
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11782
392
    if (dby != 0.0f && dbx != 0.0f)
11783
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11784
392
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11785
11786
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11787
392
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11788
392
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11789
392
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11790
11791
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11792
392
    ImGuiDir quadrant;
11793
392
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11794
392
    if (dbx != 0.0f || dby != 0.0f)
11795
368
    {
11796
        // For non-overlapping boxes, use distance between boxes
11797
368
        dax = dbx;
11798
368
        day = dby;
11799
368
        dist_axial = dist_box;
11800
368
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11801
368
    }
11802
24
    else if (dcx != 0.0f || dcy != 0.0f)
11803
21
    {
11804
        // For overlapping boxes with different centers, use distance between centers
11805
21
        dax = dcx;
11806
21
        day = dcy;
11807
21
        dist_axial = dist_center;
11808
21
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11809
21
    }
11810
3
    else
11811
3
    {
11812
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11813
3
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11814
3
    }
11815
11816
392
    const ImGuiDir move_dir = g.NavMoveDir;
11817
#if IMGUI_DEBUG_NAV_SCORING
11818
    char buf[200];
11819
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11820
    {
11821
        if (quadrant == move_dir)
11822
        {
11823
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11824
            ImDrawList* draw_list = GetForegroundDrawList(window);
11825
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11826
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11827
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11828
        }
11829
    }
11830
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11831
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11832
    if (debug_hovering || debug_tty)
11833
    {
11834
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11835
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11836
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11837
        if (debug_hovering)
11838
        {
11839
            ImDrawList* draw_list = GetForegroundDrawList(window);
11840
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11841
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11842
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11843
            draw_list->AddText(cand.Max, ~0U, buf);
11844
        }
11845
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11846
    }
11847
#endif
11848
11849
    // Is it in the quadrant we're interested in moving to?
11850
392
    bool new_best = false;
11851
392
    if (quadrant == move_dir)
11852
372
    {
11853
        // Does it beat the current best candidate?
11854
372
        if (dist_box < result->DistBox)
11855
372
        {
11856
372
            result->DistBox = dist_box;
11857
372
            result->DistCenter = dist_center;
11858
372
            return true;
11859
372
        }
11860
0
        if (dist_box == result->DistBox)
11861
0
        {
11862
            // Try using distance between center points to break ties
11863
0
            if (dist_center < result->DistCenter)
11864
0
            {
11865
0
                result->DistCenter = dist_center;
11866
0
                new_best = true;
11867
0
            }
11868
0
            else if (dist_center == result->DistCenter)
11869
0
            {
11870
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11871
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11872
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11873
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11874
0
                    new_best = true;
11875
0
            }
11876
0
        }
11877
0
    }
11878
11879
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11880
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11881
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11882
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11883
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11884
20
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11885
20
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11886
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11887
0
            {
11888
0
                result->DistAxial = dist_axial;
11889
0
                new_best = true;
11890
0
            }
11891
11892
20
    return new_best;
11893
392
}
11894
11895
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11896
727
{
11897
727
    ImGuiContext& g = *GImGui;
11898
727
    ImGuiWindow* window = g.CurrentWindow;
11899
727
    result->Window = window;
11900
727
    result->ID = g.LastItemData.ID;
11901
727
    result->FocusScopeId = g.CurrentFocusScopeId;
11902
727
    result->InFlags = g.LastItemData.InFlags;
11903
727
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11904
727
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11905
0
    {
11906
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11907
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11908
0
    }
11909
727
}
11910
11911
// True when current work location may be scrolled horizontally when moving left / right.
11912
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11913
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11914
212k
{
11915
212k
    ImGuiContext& g = *GImGui;
11916
212k
    ImGuiWindow* window = g.CurrentWindow;
11917
212k
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11918
212k
}
11919
11920
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11921
// This is called after LastItemData is set, but NextItemData is also still valid.
11922
static void ImGui::NavProcessItem()
11923
4.17k
{
11924
4.17k
    ImGuiContext& g = *GImGui;
11925
4.17k
    ImGuiWindow* window = g.CurrentWindow;
11926
4.17k
    const ImGuiID id = g.LastItemData.ID;
11927
4.17k
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11928
11929
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11930
4.17k
    if (window->DC.NavIsScrollPushableX == false)
11931
0
    {
11932
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11933
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11934
0
    }
11935
4.17k
    const ImRect nav_bb = g.LastItemData.NavRect;
11936
11937
    // Process Init Request
11938
4.17k
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11939
14
    {
11940
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11941
14
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11942
14
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11943
14
        {
11944
14
            NavApplyItemToResult(&g.NavInitResult);
11945
14
        }
11946
14
        if (candidate_for_nav_default_focus)
11947
14
        {
11948
14
            g.NavInitRequest = false; // Found a match, clear request
11949
14
            NavUpdateAnyRequestFlag();
11950
14
        }
11951
14
    }
11952
11953
    // Process Move Request (scoring for navigation)
11954
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11955
4.17k
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11956
1.55k
    {
11957
1.55k
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11958
1.55k
        if (is_tabbing)
11959
732
        {
11960
732
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11961
732
        }
11962
827
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11963
681
        {
11964
681
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11965
681
            if (NavScoreItem(result))
11966
228
                NavApplyItemToResult(result);
11967
11968
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11969
681
            const float VISIBLE_RATIO = 0.70f;
11970
681
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11971
345
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11972
318
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11973
144
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11974
681
        }
11975
1.55k
    }
11976
11977
    // Update information for currently focused/navigated item
11978
4.17k
    if (g.NavId == id)
11979
3.31k
    {
11980
3.31k
        if (g.NavWindow != window)
11981
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11982
3.31k
        g.NavLayer = window->DC.NavLayerCurrent;
11983
3.31k
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11984
3.31k
        g.NavIdIsAlive = true;
11985
3.31k
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11986
0
        {
11987
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11988
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11989
0
        }
11990
3.31k
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11991
3.31k
    }
11992
4.17k
}
11993
11994
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11995
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11996
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11997
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11998
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11999
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
12000
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
12001
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
12002
732
{
12003
732
    ImGuiContext& g = *GImGui;
12004
12005
732
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12006
732
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12007
391
            return;
12008
12009
    // - Can always land on an item when using API call.
12010
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12011
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12012
341
    bool can_stop;
12013
341
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12014
0
        can_stop = true;
12015
341
    else
12016
341
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12017
12018
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12019
341
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12020
341
    if (g.NavTabbingDir == +1)
12021
341
    {
12022
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12023
341
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12024
341
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12025
341
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12026
0
            NavMoveRequestResolveWithLastItem(result);
12027
341
        else if (g.NavId == id)
12028
332
            g.NavTabbingCounter = 1;
12029
341
    }
12030
0
    else if (g.NavTabbingDir == -1)
12031
0
    {
12032
        // Tab Backward
12033
0
        if (g.NavId == id)
12034
0
        {
12035
0
            if (result->ID)
12036
0
            {
12037
0
                g.NavMoveScoringItems = false;
12038
0
                NavUpdateAnyRequestFlag();
12039
0
            }
12040
0
        }
12041
0
        else if (can_stop)
12042
0
        {
12043
            // Keep applying until reaching NavId
12044
0
            NavApplyItemToResult(result);
12045
0
        }
12046
0
    }
12047
0
    else if (g.NavTabbingDir == 0)
12048
0
    {
12049
0
        if (can_stop && g.NavId == id)
12050
0
            NavMoveRequestResolveWithLastItem(result);
12051
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12052
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12053
0
    }
12054
341
}
12055
12056
bool ImGui::NavMoveRequestButNoResultYet()
12057
19.0k
{
12058
19.0k
    ImGuiContext& g = *GImGui;
12059
19.0k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12060
19.0k
}
12061
12062
// FIXME: ScoringRect is not set
12063
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12064
2.18k
{
12065
2.18k
    ImGuiContext& g = *GImGui;
12066
2.18k
    IM_ASSERT(g.NavWindow != NULL);
12067
12068
2.18k
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12069
614
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12070
12071
2.18k
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12072
2.18k
    g.NavMoveDir = move_dir;
12073
2.18k
    g.NavMoveDirForDebug = move_dir;
12074
2.18k
    g.NavMoveClipDir = clip_dir;
12075
2.18k
    g.NavMoveFlags = move_flags;
12076
2.18k
    g.NavMoveScrollFlags = scroll_flags;
12077
2.18k
    g.NavMoveForwardToNextFrame = false;
12078
2.18k
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12079
2.18k
    g.NavMoveResultLocal.Clear();
12080
2.18k
    g.NavMoveResultLocalVisible.Clear();
12081
2.18k
    g.NavMoveResultOther.Clear();
12082
2.18k
    g.NavTabbingCounter = 0;
12083
2.18k
    g.NavTabbingResultFirst.Clear();
12084
2.18k
    NavUpdateAnyRequestFlag();
12085
2.18k
}
12086
12087
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12088
0
{
12089
0
    ImGuiContext& g = *GImGui;
12090
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12091
0
    NavApplyItemToResult(result);
12092
0
    NavUpdateAnyRequestFlag();
12093
0
}
12094
12095
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12096
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12097
0
{
12098
0
    ImGuiContext& g = *GImGui;
12099
0
    g.NavMoveScoringItems = false;
12100
0
    g.LastItemData.ID = tree_node_data->ID;
12101
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12102
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12103
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12104
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12105
0
    NavUpdateAnyRequestFlag();
12106
0
}
12107
12108
void ImGui::NavMoveRequestCancel()
12109
288
{
12110
288
    ImGuiContext& g = *GImGui;
12111
288
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12112
288
    NavUpdateAnyRequestFlag();
12113
288
}
12114
12115
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12116
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12117
0
{
12118
0
    ImGuiContext& g = *GImGui;
12119
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12120
0
    NavMoveRequestCancel();
12121
0
    g.NavMoveForwardToNextFrame = true;
12122
0
    g.NavMoveDir = move_dir;
12123
0
    g.NavMoveClipDir = clip_dir;
12124
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12125
0
    g.NavMoveScrollFlags = scroll_flags;
12126
0
}
12127
12128
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12129
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12130
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12131
0
{
12132
0
    ImGuiContext& g = *GImGui;
12133
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12134
12135
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12136
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12137
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12138
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12139
0
}
12140
12141
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12142
// This way we could find the last focused window among our children. It would be much less confusing this way?
12143
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12144
16.1k
{
12145
16.1k
    ImGuiWindow* parent = nav_window;
12146
28.6k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12147
12.5k
        parent = parent->ParentWindow;
12148
16.1k
    if (parent && parent != nav_window)
12149
12.5k
        parent->NavLastChildNavWindow = nav_window;
12150
16.1k
}
12151
12152
// Restore the last focused child.
12153
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12154
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12155
6
{
12156
6
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12157
0
        return window->NavLastChildNavWindow;
12158
6
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12159
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12160
0
            return tab->Window;
12161
6
    return window;
12162
6
}
12163
12164
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12165
0
{
12166
0
    ImGuiContext& g = *GImGui;
12167
0
    if (layer == ImGuiNavLayer_Main)
12168
0
    {
12169
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12170
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12171
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12172
0
        if (prev_nav_window)
12173
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12174
0
    }
12175
0
    ImGuiWindow* window = g.NavWindow;
12176
0
    if (window->NavLastIds[layer] != 0)
12177
0
    {
12178
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12179
0
    }
12180
0
    else
12181
0
    {
12182
0
        g.NavLayer = layer;
12183
0
        NavInitWindow(window, true);
12184
0
    }
12185
0
}
12186
12187
void ImGui::NavRestoreHighlightAfterMove()
12188
891
{
12189
891
    ImGuiContext& g = *GImGui;
12190
891
    g.NavDisableHighlight = false;
12191
891
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12192
891
}
12193
12194
static inline void ImGui::NavUpdateAnyRequestFlag()
12195
62.9k
{
12196
62.9k
    ImGuiContext& g = *GImGui;
12197
62.9k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12198
62.9k
    if (g.NavAnyRequest)
12199
62.9k
        IM_ASSERT(g.NavWindow != NULL);
12200
62.9k
}
12201
12202
// This needs to be called before we submit any widget (aka in or before Begin)
12203
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12204
23
{
12205
    // FIXME: ChildWindow test here is wrong for docking
12206
23
    ImGuiContext& g = *GImGui;
12207
23
    IM_ASSERT(window == g.NavWindow);
12208
12209
23
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12210
0
    {
12211
0
        g.NavId = 0;
12212
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12213
0
        return;
12214
0
    }
12215
12216
23
    bool init_for_nav = false;
12217
23
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12218
23
        init_for_nav = true;
12219
23
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12220
23
    if (init_for_nav)
12221
23
    {
12222
23
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12223
23
        g.NavInitRequest = true;
12224
23
        g.NavInitRequestFromMove = false;
12225
23
        g.NavInitResult.ID = 0;
12226
23
        NavUpdateAnyRequestFlag();
12227
23
    }
12228
0
    else
12229
0
    {
12230
0
        g.NavId = window->NavLastIds[0];
12231
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12232
0
    }
12233
23
}
12234
12235
static ImVec2 ImGui::NavCalcPreferredRefPos()
12236
0
{
12237
0
    ImGuiContext& g = *GImGui;
12238
0
    ImGuiWindow* window = g.NavWindow;
12239
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12240
0
    {
12241
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12242
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12243
        // In theory we could move that +1.0f offset in OpenPopupEx()
12244
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12245
0
        return ImVec2(p.x + 1.0f, p.y);
12246
0
    }
12247
0
    else
12248
0
    {
12249
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12250
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12251
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12252
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12253
0
        {
12254
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12255
0
            rect_rel.Translate(window->Scroll - next_scroll);
12256
0
        }
12257
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12258
0
        ImGuiViewport* viewport = window->Viewport;
12259
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12260
0
    }
12261
0
}
12262
12263
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12264
0
{
12265
0
    ImGuiContext& g = *GImGui;
12266
0
    float repeat_delay, repeat_rate;
12267
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12268
12269
0
    ImGuiKey key_less, key_more;
12270
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12271
0
    {
12272
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12273
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12274
0
    }
12275
0
    else
12276
0
    {
12277
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12278
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12279
0
    }
12280
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12281
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12282
0
        amount = 0.0f;
12283
0
    return amount;
12284
0
}
12285
12286
static void ImGui::NavUpdate()
12287
54.2k
{
12288
54.2k
    ImGuiContext& g = *GImGui;
12289
54.2k
    ImGuiIO& io = g.IO;
12290
12291
54.2k
    io.WantSetMousePos = false;
12292
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12293
12294
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12295
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12296
54.2k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12297
54.2k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12298
54.2k
    if (nav_gamepad_active)
12299
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12300
0
            if (IsKeyDown(key))
12301
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12302
54.2k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12303
54.2k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12304
54.2k
    if (nav_keyboard_active)
12305
54.2k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12306
379k
            if (IsKeyDown(key))
12307
22.2k
                g.NavInputSource = ImGuiInputSource_Keyboard;
12308
12309
    // Process navigation init request (select first/default focus)
12310
54.2k
    g.NavJustMovedToId = 0;
12311
54.2k
    if (g.NavInitResult.ID != 0)
12312
14
        NavInitRequestApplyResult();
12313
54.2k
    g.NavInitRequest = false;
12314
54.2k
    g.NavInitRequestFromMove = false;
12315
54.2k
    g.NavInitResult.ID = 0;
12316
12317
    // Process navigation move request
12318
54.2k
    if (g.NavMoveSubmitted)
12319
2.04k
        NavMoveRequestApplyResult();
12320
54.2k
    g.NavTabbingCounter = 0;
12321
54.2k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12322
12323
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12324
54.2k
    bool set_mouse_pos = false;
12325
54.2k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12326
789
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12327
755
            set_mouse_pos = true;
12328
54.2k
    g.NavMousePosDirty = false;
12329
54.2k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12330
12331
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12332
54.2k
    if (g.NavWindow)
12333
16.1k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12334
54.2k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12335
146
        g.NavWindow->NavLastChildNavWindow = NULL;
12336
12337
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12338
54.2k
    NavUpdateWindowing();
12339
12340
    // Set output flags for user application
12341
54.2k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12342
54.2k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12343
12344
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12345
54.2k
    NavUpdateCancelRequest();
12346
12347
    // Process manual activation request
12348
54.2k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12349
54.2k
    g.NavActivateFlags = ImGuiActivateFlags_None;
12350
54.2k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12351
3.30k
    {
12352
3.30k
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12353
3.30k
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12354
3.30k
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12355
3.30k
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12356
3.30k
        if (g.ActiveId == 0 && activate_pressed)
12357
16
        {
12358
16
            g.NavActivateId = g.NavId;
12359
16
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12360
16
        }
12361
3.30k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12362
2
        {
12363
2
            g.NavActivateId = g.NavId;
12364
2
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12365
2
        }
12366
3.30k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12367
66
            g.NavActivateDownId = g.NavId;
12368
3.30k
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12369
18
            g.NavActivatePressedId = g.NavId;
12370
3.30k
    }
12371
54.2k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12372
0
        g.NavDisableHighlight = true;
12373
54.2k
    if (g.NavActivateId != 0)
12374
54.2k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12375
12376
    // Process programmatic activation request
12377
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12378
54.2k
    if (g.NavNextActivateId != 0)
12379
0
    {
12380
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12381
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12382
0
    }
12383
54.2k
    g.NavNextActivateId = 0;
12384
12385
    // Process move requests
12386
54.2k
    NavUpdateCreateMoveRequest();
12387
54.2k
    if (g.NavMoveDir == ImGuiDir_None)
12388
52.6k
        NavUpdateCreateTabbingRequest();
12389
54.2k
    NavUpdateAnyRequestFlag();
12390
54.2k
    g.NavIdIsAlive = false;
12391
12392
    // Scrolling
12393
54.2k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12394
16.1k
    {
12395
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12396
16.1k
        ImGuiWindow* window = g.NavWindow;
12397
16.1k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12398
16.1k
        const ImGuiDir move_dir = g.NavMoveDir;
12399
16.1k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12400
1.03k
        {
12401
1.03k
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12402
457
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12403
1.03k
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12404
577
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12405
1.03k
        }
12406
12407
        // *Normal* Manual scroll with LStick
12408
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12409
16.1k
        if (nav_gamepad_active)
12410
0
        {
12411
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12412
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12413
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12414
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12415
0
            if (scroll_dir.y != 0.0f)
12416
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12417
0
        }
12418
16.1k
    }
12419
12420
    // Always prioritize mouse highlight if navigation is disabled
12421
54.2k
    if (!nav_keyboard_active && !nav_gamepad_active)
12422
0
    {
12423
0
        g.NavDisableHighlight = true;
12424
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12425
0
    }
12426
12427
    // Update mouse position if requested
12428
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12429
54.2k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12430
0
        TeleportMousePos(NavCalcPreferredRefPos());
12431
12432
    // [DEBUG]
12433
54.2k
    g.NavScoringDebugCount = 0;
12434
#if IMGUI_DEBUG_NAV_RECTS
12435
    if (ImGuiWindow* debug_window = g.NavWindow)
12436
    {
12437
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12438
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12439
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12440
    }
12441
#endif
12442
54.2k
}
12443
12444
void ImGui::NavInitRequestApplyResult()
12445
14
{
12446
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12447
14
    ImGuiContext& g = *GImGui;
12448
14
    if (!g.NavWindow)
12449
3
        return;
12450
12451
11
    ImGuiNavItemData* result = &g.NavInitResult;
12452
11
    if (g.NavId != result->ID)
12453
11
    {
12454
11
        g.NavJustMovedToId = result->ID;
12455
11
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12456
11
        g.NavJustMovedToKeyMods = 0;
12457
11
    }
12458
12459
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12460
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12461
11
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12462
11
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12463
11
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12464
11
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12465
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12466
11
    if (g.NavInitRequestFromMove)
12467
11
        NavRestoreHighlightAfterMove();
12468
11
}
12469
12470
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12471
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12472
1.56k
{
12473
    // Bias initial rect
12474
1.56k
    ImGuiContext& g = *GImGui;
12475
1.56k
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12476
12477
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12478
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12479
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12480
1.56k
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12481
1.56k
    {
12482
1.56k
        if (preferred_pos_rel.x == FLT_MAX)
12483
780
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12484
1.56k
        if (preferred_pos_rel.y == FLT_MAX)
12485
903
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12486
1.56k
    }
12487
12488
    // Apply general bias on the other axis
12489
1.56k
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12490
998
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12491
568
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12492
568
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12493
1.56k
}
12494
12495
void ImGui::NavUpdateCreateMoveRequest()
12496
54.2k
{
12497
54.2k
    ImGuiContext& g = *GImGui;
12498
54.2k
    ImGuiIO& io = g.IO;
12499
54.2k
    ImGuiWindow* window = g.NavWindow;
12500
54.2k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12501
54.2k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12502
12503
54.2k
    if (g.NavMoveForwardToNextFrame && window != NULL)
12504
0
    {
12505
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12506
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12507
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12508
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12509
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12510
0
    }
12511
54.2k
    else
12512
54.2k
    {
12513
        // Initiate directional inputs request
12514
54.2k
        g.NavMoveDir = ImGuiDir_None;
12515
54.2k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12516
54.2k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12517
54.2k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12518
16.1k
        {
12519
16.1k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12520
16.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12521
16.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12522
16.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12523
16.1k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12524
16.1k
        }
12525
54.2k
        g.NavMoveClipDir = g.NavMoveDir;
12526
54.2k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12527
54.2k
    }
12528
12529
    // Update PageUp/PageDown/Home/End scroll
12530
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12531
54.2k
    float scoring_rect_offset_y = 0.0f;
12532
54.2k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12533
14.8k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12534
54.2k
    if (scoring_rect_offset_y != 0.0f)
12535
204
    {
12536
204
        g.NavScoringNoClipRect = window->InnerRect;
12537
204
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12538
204
    }
12539
12540
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12541
#if IMGUI_DEBUG_NAV_SCORING
12542
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12543
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12544
    if (io.KeyCtrl)
12545
    {
12546
        if (g.NavMoveDir == ImGuiDir_None)
12547
            g.NavMoveDir = g.NavMoveDirForDebug;
12548
        g.NavMoveClipDir = g.NavMoveDir;
12549
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12550
    }
12551
#endif
12552
12553
    // Submit
12554
54.2k
    g.NavMoveForwardToNextFrame = false;
12555
54.2k
    if (g.NavMoveDir != ImGuiDir_None)
12556
1.56k
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12557
12558
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12559
54.2k
    if (g.NavMoveSubmitted && g.NavId == 0)
12560
1.14k
    {
12561
1.14k
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12562
1.14k
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12563
1.14k
        g.NavInitResult.ID = 0;
12564
1.14k
        g.NavDisableHighlight = false;
12565
1.14k
    }
12566
12567
    // When using gamepad, we project the reference nav bounding box into window visible area.
12568
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12569
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12570
54.2k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12571
0
    {
12572
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12573
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12574
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12575
12576
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12577
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12578
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12579
12580
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12581
0
        {
12582
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12583
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12584
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12585
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12586
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12587
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12588
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12589
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12590
0
            g.NavId = 0;
12591
0
        }
12592
0
    }
12593
12594
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12595
54.2k
    ImRect scoring_rect;
12596
54.2k
    if (window != NULL)
12597
16.1k
    {
12598
16.1k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12599
16.1k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12600
16.1k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12601
16.1k
        if (g.NavMoveSubmitted)
12602
1.56k
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12603
16.1k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12604
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12605
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12606
16.1k
    }
12607
54.2k
    g.NavScoringRect = scoring_rect;
12608
54.2k
    g.NavScoringNoClipRect.Add(scoring_rect);
12609
54.2k
}
12610
12611
void ImGui::NavUpdateCreateTabbingRequest()
12612
52.6k
{
12613
52.6k
    ImGuiContext& g = *GImGui;
12614
52.6k
    ImGuiWindow* window = g.NavWindow;
12615
52.6k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12616
52.6k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12617
38.1k
        return;
12618
12619
14.5k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12620
14.5k
    if (!tab_pressed)
12621
13.9k
        return;
12622
12623
    // Initiate tabbing request
12624
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12625
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12626
614
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12627
614
    if (nav_keyboard_active)
12628
614
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12629
0
    else
12630
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12631
614
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12632
614
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12633
614
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12634
614
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12635
614
    g.NavTabbingCounter = -1;
12636
614
}
12637
12638
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12639
void ImGui::NavMoveRequestApplyResult()
12640
2.04k
{
12641
2.04k
    ImGuiContext& g = *GImGui;
12642
#if IMGUI_DEBUG_NAV_SCORING
12643
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12644
        return;
12645
#endif
12646
12647
    // Select which result to use
12648
2.04k
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12649
12650
    // Tabbing forward wrap
12651
2.04k
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12652
575
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12653
321
            result = &g.NavTabbingResultFirst;
12654
12655
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12656
2.04k
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12657
2.04k
    if (result == NULL)
12658
1.51k
    {
12659
1.51k
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12660
254
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12661
1.51k
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12662
179
            NavRestoreHighlightAfterMove();
12663
1.51k
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12664
1.51k
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12665
1.51k
        return;
12666
1.51k
    }
12667
12668
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12669
534
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12670
141
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12671
0
            result = &g.NavMoveResultLocalVisible;
12672
12673
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12674
534
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12675
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12676
0
            result = &g.NavMoveResultOther;
12677
534
    IM_ASSERT(g.NavWindow && result->Window);
12678
12679
    // Scroll to keep newly navigated item fully into view.
12680
534
    if (g.NavLayer == ImGuiNavLayer_Main)
12681
534
    {
12682
534
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12683
534
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12684
12685
534
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12686
65
        {
12687
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12688
65
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12689
65
            SetScrollY(result->Window, scroll_target);
12690
65
        }
12691
534
    }
12692
12693
534
    if (g.NavWindow != result->Window)
12694
0
    {
12695
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12696
0
        g.NavWindow = result->Window;
12697
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12698
0
    }
12699
534
    if (g.ActiveId != result->ID)
12700
534
        ClearActiveID();
12701
12702
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12703
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12704
534
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12705
141
    {
12706
141
        g.NavJustMovedToId = result->ID;
12707
141
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12708
141
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12709
141
    }
12710
12711
    // Apply new NavID/Focus
12712
534
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12713
534
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12714
534
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12715
534
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12716
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12717
12718
    // Restore last preferred position for current axis
12719
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12720
534
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12721
213
    {
12722
213
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12723
213
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12724
213
    }
12725
12726
    // Tabbing: Activates Inputable, otherwise only Focus
12727
534
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12728
321
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12729
12730
    // Activate
12731
534
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12732
0
    {
12733
0
        g.NavNextActivateId = result->ID;
12734
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12735
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12736
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12737
0
    }
12738
12739
    // Enable nav highlight
12740
534
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12741
534
        NavRestoreHighlightAfterMove();
12742
534
}
12743
12744
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12745
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12746
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12747
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12748
static void ImGui::NavUpdateCancelRequest()
12749
54.2k
{
12750
54.2k
    ImGuiContext& g = *GImGui;
12751
54.2k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12752
54.2k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12753
54.2k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12754
53.7k
        return;
12755
12756
524
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12757
524
    if (g.ActiveId != 0)
12758
0
    {
12759
0
        ClearActiveID();
12760
0
    }
12761
524
    else if (g.NavLayer != ImGuiNavLayer_Main)
12762
0
    {
12763
        // Leave the "menu" layer
12764
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12765
0
        NavRestoreHighlightAfterMove();
12766
0
    }
12767
524
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12768
167
    {
12769
        // Exit child window
12770
167
        ImGuiWindow* child_window = g.NavWindow;
12771
167
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12772
167
        IM_ASSERT(child_window->ChildId != 0);
12773
167
        ImRect child_rect = child_window->Rect();
12774
167
        FocusWindow(parent_window);
12775
167
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12776
167
        NavRestoreHighlightAfterMove();
12777
167
    }
12778
357
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12779
0
    {
12780
        // Close open popup/menu
12781
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12782
0
    }
12783
357
    else
12784
357
    {
12785
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12786
357
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12787
20
            g.NavWindow->NavLastIds[0] = 0;
12788
357
        g.NavId = 0;
12789
357
    }
12790
524
}
12791
12792
// Handle PageUp/PageDown/Home/End keys
12793
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12794
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12795
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12796
static float ImGui::NavUpdatePageUpPageDown()
12797
14.8k
{
12798
14.8k
    ImGuiContext& g = *GImGui;
12799
14.8k
    ImGuiWindow* window = g.NavWindow;
12800
14.8k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12801
0
        return 0.0f;
12802
12803
14.8k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12804
14.8k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12805
14.8k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12806
14.8k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12807
14.8k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12808
12.7k
        return 0.0f;
12809
12810
2.11k
    if (g.NavLayer != ImGuiNavLayer_Main)
12811
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12812
12813
2.11k
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12814
1.09k
    {
12815
        // Fallback manual-scroll when window has no navigable item
12816
1.09k
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12817
35
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12818
1.06k
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12819
184
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12820
879
        else if (home_pressed)
12821
1
            SetScrollY(window, 0.0f);
12822
878
        else if (end_pressed)
12823
5
            SetScrollY(window, window->ScrollMax.y);
12824
1.09k
    }
12825
1.01k
    else
12826
1.01k
    {
12827
1.01k
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12828
1.01k
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12829
1.01k
        float nav_scoring_rect_offset_y = 0.0f;
12830
1.01k
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12831
7
        {
12832
7
            nav_scoring_rect_offset_y = -page_offset_y;
12833
7
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12834
7
            g.NavMoveClipDir = ImGuiDir_Up;
12835
7
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12836
7
        }
12837
1.00k
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12838
197
        {
12839
197
            nav_scoring_rect_offset_y = +page_offset_y;
12840
197
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12841
197
            g.NavMoveClipDir = ImGuiDir_Down;
12842
197
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12843
197
        }
12844
808
        else if (home_pressed)
12845
68
        {
12846
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12847
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12848
            // Preserve current horizontal position if we have any.
12849
68
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12850
68
            if (nav_rect_rel.IsInverted())
12851
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12852
68
            g.NavMoveDir = ImGuiDir_Down;
12853
68
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12854
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12855
68
        }
12856
740
        else if (end_pressed)
12857
7
        {
12858
7
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12859
7
            if (nav_rect_rel.IsInverted())
12860
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12861
7
            g.NavMoveDir = ImGuiDir_Up;
12862
7
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12863
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12864
7
        }
12865
1.01k
        return nav_scoring_rect_offset_y;
12866
1.01k
    }
12867
1.09k
    return 0.0f;
12868
2.11k
}
12869
12870
static void ImGui::NavEndFrame()
12871
54.2k
{
12872
54.2k
    ImGuiContext& g = *GImGui;
12873
12874
    // Show CTRL+TAB list window
12875
54.2k
    if (g.NavWindowingTarget != NULL)
12876
0
        NavUpdateWindowingOverlay();
12877
12878
    // Perform wrap-around in menus
12879
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12880
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12881
54.2k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12882
0
        NavUpdateCreateWrappingRequest();
12883
54.2k
}
12884
12885
static void ImGui::NavUpdateCreateWrappingRequest()
12886
0
{
12887
0
    ImGuiContext& g = *GImGui;
12888
0
    ImGuiWindow* window = g.NavWindow;
12889
12890
0
    bool do_forward = false;
12891
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12892
0
    ImGuiDir clip_dir = g.NavMoveDir;
12893
12894
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12895
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12896
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12897
0
    {
12898
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12899
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12900
0
        {
12901
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12902
0
            clip_dir = ImGuiDir_Up;
12903
0
        }
12904
0
        do_forward = true;
12905
0
    }
12906
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12907
0
    {
12908
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12909
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12910
0
        {
12911
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12912
0
            clip_dir = ImGuiDir_Down;
12913
0
        }
12914
0
        do_forward = true;
12915
0
    }
12916
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12917
0
    {
12918
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12919
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12920
0
        {
12921
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12922
0
            clip_dir = ImGuiDir_Left;
12923
0
        }
12924
0
        do_forward = true;
12925
0
    }
12926
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12927
0
    {
12928
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12929
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12930
0
        {
12931
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12932
0
            clip_dir = ImGuiDir_Right;
12933
0
        }
12934
0
        do_forward = true;
12935
0
    }
12936
0
    if (!do_forward)
12937
0
        return;
12938
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12939
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12940
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12941
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12942
0
}
12943
12944
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12945
0
{
12946
0
    ImGuiContext& g = *GImGui;
12947
0
    IM_UNUSED(g);
12948
0
    int order = window->FocusOrder;
12949
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12950
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12951
0
    return order;
12952
0
}
12953
12954
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12955
0
{
12956
0
    ImGuiContext& g = *GImGui;
12957
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12958
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12959
0
            return g.WindowsFocusOrder[i];
12960
0
    return NULL;
12961
0
}
12962
12963
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12964
0
{
12965
0
    ImGuiContext& g = *GImGui;
12966
0
    IM_ASSERT(g.NavWindowingTarget);
12967
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12968
0
        return;
12969
12970
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12971
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12972
0
    if (!window_target)
12973
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12974
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12975
0
    {
12976
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12977
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12978
0
    }
12979
0
    g.NavWindowingToggleLayer = false;
12980
0
}
12981
12982
// Windowing management mode
12983
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12984
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12985
static void ImGui::NavUpdateWindowing()
12986
54.2k
{
12987
54.2k
    ImGuiContext& g = *GImGui;
12988
54.2k
    ImGuiIO& io = g.IO;
12989
12990
54.2k
    ImGuiWindow* apply_focus_window = NULL;
12991
54.2k
    bool apply_toggle_layer = false;
12992
12993
54.2k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12994
54.2k
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12995
54.2k
    if (!allow_windowing)
12996
0
        g.NavWindowingTarget = NULL;
12997
12998
    // Fade out
12999
54.2k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
13000
0
    {
13001
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
13002
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
13003
0
            g.NavWindowingTargetAnim = NULL;
13004
0
    }
13005
13006
    // Start CTRL+Tab or Square+L/R window selection
13007
54.2k
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13008
54.2k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13009
54.2k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13010
54.2k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13011
54.2k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13012
54.2k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13013
54.2k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13014
54.2k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13015
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13016
0
        {
13017
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13018
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13019
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13020
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13021
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13022
13023
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13024
0
            if (keyboard_next_window || keyboard_prev_window)
13025
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13026
0
        }
13027
13028
    // Gamepad update
13029
54.2k
    g.NavWindowingTimer += io.DeltaTime;
13030
54.2k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13031
0
    {
13032
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13033
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13034
13035
        // Select window to focus
13036
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13037
0
        if (focus_change_dir != 0)
13038
0
        {
13039
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13040
0
            g.NavWindowingHighlightAlpha = 1.0f;
13041
0
        }
13042
13043
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13044
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13045
0
        {
13046
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13047
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13048
0
                apply_toggle_layer = true;
13049
0
            else if (!g.NavWindowingToggleLayer)
13050
0
                apply_focus_window = g.NavWindowingTarget;
13051
0
            g.NavWindowingTarget = NULL;
13052
0
        }
13053
0
    }
13054
13055
    // Keyboard: Focus
13056
54.2k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13057
0
    {
13058
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13059
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13060
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13061
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13062
0
        if (keyboard_next_window || keyboard_prev_window)
13063
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13064
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13065
0
            apply_focus_window = g.NavWindowingTarget;
13066
0
    }
13067
13068
    // Keyboard: Press and Release ALT to toggle menu layer
13069
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
13070
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
13071
54.2k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
13072
0
    {
13073
0
        g.NavWindowingToggleLayer = true;
13074
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
13075
0
    }
13076
54.2k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13077
0
    {
13078
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13079
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13080
        // We cancel toggling nav layer if an owner has claimed the key.
13081
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13082
0
            g.NavWindowingToggleLayer = false;
13083
13084
        // Apply layer toggle on release
13085
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13086
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
13087
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13088
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13089
0
                    apply_toggle_layer = true;
13090
0
        if (!IsKeyDown(ImGuiMod_Alt))
13091
0
            g.NavWindowingToggleLayer = false;
13092
0
    }
13093
13094
    // Move window
13095
54.2k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13096
0
    {
13097
0
        ImVec2 nav_move_dir;
13098
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13099
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13100
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13101
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13102
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13103
0
        {
13104
0
            const float NAV_MOVE_SPEED = 800.0f;
13105
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13106
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13107
0
            g.NavDisableMouseHover = true;
13108
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13109
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13110
0
            {
13111
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13112
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13113
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13114
0
            }
13115
0
        }
13116
0
    }
13117
13118
    // Apply final focus
13119
54.2k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13120
0
    {
13121
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13122
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13123
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13124
0
        ClearActiveID();
13125
0
        NavRestoreHighlightAfterMove();
13126
0
        ClosePopupsOverWindow(apply_focus_window, false);
13127
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13128
0
        apply_focus_window = g.NavWindow;
13129
0
        if (apply_focus_window->NavLastIds[0] == 0)
13130
0
            NavInitWindow(apply_focus_window, false);
13131
13132
        // If the window has ONLY a menu layer (no main layer), select it directly
13133
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13134
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13135
        // the target window as already been previewed once.
13136
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13137
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13138
        // won't be valid.
13139
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13140
0
            g.NavLayer = ImGuiNavLayer_Menu;
13141
13142
        // Request OS level focus
13143
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13144
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13145
0
    }
13146
54.2k
    if (apply_focus_window)
13147
0
        g.NavWindowingTarget = NULL;
13148
13149
    // Apply menu/layer toggle
13150
54.2k
    if (apply_toggle_layer && g.NavWindow)
13151
0
    {
13152
0
        ClearActiveID();
13153
13154
        // Move to parent menu if necessary
13155
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13156
0
        while (new_nav_window->ParentWindow
13157
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13158
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13159
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13160
0
            new_nav_window = new_nav_window->ParentWindow;
13161
0
        if (new_nav_window != g.NavWindow)
13162
0
        {
13163
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13164
0
            FocusWindow(new_nav_window);
13165
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13166
0
        }
13167
13168
        // Toggle layer
13169
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13170
0
        if (new_nav_layer != g.NavLayer)
13171
0
        {
13172
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13173
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13174
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13175
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13176
0
            NavRestoreLayer(new_nav_layer);
13177
0
            NavRestoreHighlightAfterMove();
13178
0
        }
13179
0
    }
13180
54.2k
}
13181
13182
// Window has already passed the IsWindowNavFocusable()
13183
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13184
0
{
13185
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13186
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13187
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13188
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13189
0
    if (window->DockNodeAsHost)
13190
0
        return "(Dock node)"; // Not normally shown to user.
13191
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13192
0
}
13193
13194
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13195
void ImGui::NavUpdateWindowingOverlay()
13196
0
{
13197
0
    ImGuiContext& g = *GImGui;
13198
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13199
13200
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13201
0
        return;
13202
13203
0
    if (g.NavWindowingListWindow == NULL)
13204
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13205
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13206
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13207
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13208
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13209
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13210
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13211
0
    {
13212
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13213
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13214
0
        if (!IsWindowNavFocusable(window))
13215
0
            continue;
13216
0
        const char* label = window->Name;
13217
0
        if (label == FindRenderedTextEnd(label))
13218
0
            label = GetFallbackWindowNameForWindowingList(window);
13219
0
        Selectable(label, g.NavWindowingTarget == window);
13220
0
    }
13221
0
    End();
13222
0
    PopStyleVar();
13223
0
}
13224
13225
13226
//-----------------------------------------------------------------------------
13227
// [SECTION] DRAG AND DROP
13228
//-----------------------------------------------------------------------------
13229
13230
bool ImGui::IsDragDropActive()
13231
0
{
13232
0
    ImGuiContext& g = *GImGui;
13233
0
    return g.DragDropActive;
13234
0
}
13235
13236
void ImGui::ClearDragDrop()
13237
26
{
13238
26
    ImGuiContext& g = *GImGui;
13239
26
    g.DragDropActive = false;
13240
26
    g.DragDropPayload.Clear();
13241
26
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13242
26
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13243
26
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13244
26
    g.DragDropAcceptFrameCount = -1;
13245
13246
26
    g.DragDropPayloadBufHeap.clear();
13247
26
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13248
26
}
13249
13250
bool ImGui::BeginTooltipHidden()
13251
0
{
13252
0
    ImGuiContext& g = *GImGui;
13253
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13254
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13255
0
    return ret;
13256
0
}
13257
13258
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13259
// If the item has an identifier:
13260
// - This assume/require the item to be activated (typically via ButtonBehavior).
13261
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13262
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13263
// If the item has no identifier:
13264
// - Currently always assume left mouse button.
13265
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13266
245
{
13267
245
    ImGuiContext& g = *GImGui;
13268
245
    ImGuiWindow* window = g.CurrentWindow;
13269
13270
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13271
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13272
245
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13273
13274
245
    bool source_drag_active = false;
13275
245
    ImGuiID source_id = 0;
13276
245
    ImGuiID source_parent_id = 0;
13277
245
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13278
245
    {
13279
245
        source_id = g.LastItemData.ID;
13280
245
        if (source_id != 0)
13281
245
        {
13282
            // Common path: items with ID
13283
245
            if (g.ActiveId != source_id)
13284
0
                return false;
13285
245
            if (g.ActiveIdMouseButton != -1)
13286
0
                mouse_button = g.ActiveIdMouseButton;
13287
245
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13288
0
                return false;
13289
245
            g.ActiveIdAllowOverlap = false;
13290
245
        }
13291
0
        else
13292
0
        {
13293
            // Uncommon path: items without ID
13294
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13295
0
                return false;
13296
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13297
0
                return false;
13298
13299
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13300
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13301
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13302
0
            {
13303
0
                IM_ASSERT(0);
13304
0
                return false;
13305
0
            }
13306
13307
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13308
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13309
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13310
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13311
            // Rely on keeping other window->LastItemXXX fields intact.
13312
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13313
0
            KeepAliveID(source_id);
13314
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13315
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13316
0
            {
13317
0
                SetActiveID(source_id, window);
13318
0
                FocusWindow(window);
13319
0
            }
13320
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13321
0
                g.ActiveIdAllowOverlap = is_hovered;
13322
0
        }
13323
245
        if (g.ActiveId != source_id)
13324
0
            return false;
13325
245
        source_parent_id = window->IDStack.back();
13326
245
        source_drag_active = IsMouseDragging(mouse_button);
13327
13328
        // Disable navigation and key inputs while dragging + cancel existing request if any
13329
245
        SetActiveIdUsingAllKeyboardKeys();
13330
245
    }
13331
0
    else
13332
0
    {
13333
0
        window = NULL;
13334
0
        source_id = ImHashStr("#SourceExtern");
13335
0
        source_drag_active = true;
13336
0
    }
13337
13338
245
    if (source_drag_active)
13339
43
    {
13340
43
        if (!g.DragDropActive)
13341
13
        {
13342
13
            IM_ASSERT(source_id != 0);
13343
13
            ClearDragDrop();
13344
13
            ImGuiPayload& payload = g.DragDropPayload;
13345
13
            payload.SourceId = source_id;
13346
13
            payload.SourceParentId = source_parent_id;
13347
13
            g.DragDropActive = true;
13348
13
            g.DragDropSourceFlags = flags;
13349
13
            g.DragDropMouseButton = mouse_button;
13350
13
            if (payload.SourceId == g.ActiveId)
13351
13
                g.ActiveIdNoClearOnFocusLoss = true;
13352
13
        }
13353
43
        g.DragDropSourceFrameCount = g.FrameCount;
13354
43
        g.DragDropWithinSource = true;
13355
13356
43
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13357
0
        {
13358
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13359
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13360
0
            bool ret;
13361
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13362
0
                ret = BeginTooltipHidden();
13363
0
            else
13364
0
                ret = BeginTooltip();
13365
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13366
0
            IM_UNUSED(ret);
13367
0
        }
13368
13369
43
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13370
43
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13371
13372
43
        return true;
13373
43
    }
13374
202
    return false;
13375
245
}
13376
13377
void ImGui::EndDragDropSource()
13378
43
{
13379
43
    ImGuiContext& g = *GImGui;
13380
43
    IM_ASSERT(g.DragDropActive);
13381
43
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13382
13383
43
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13384
0
        EndTooltip();
13385
13386
    // Discard the drag if have not called SetDragDropPayload()
13387
43
    if (g.DragDropPayload.DataFrameCount == -1)
13388
0
        ClearDragDrop();
13389
43
    g.DragDropWithinSource = false;
13390
43
}
13391
13392
// Use 'cond' to choose to submit payload on drag start or every frame
13393
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13394
43
{
13395
43
    ImGuiContext& g = *GImGui;
13396
43
    ImGuiPayload& payload = g.DragDropPayload;
13397
43
    if (cond == 0)
13398
43
        cond = ImGuiCond_Always;
13399
13400
43
    IM_ASSERT(type != NULL);
13401
43
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13402
43
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13403
43
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13404
43
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13405
13406
43
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13407
43
    {
13408
        // Copy payload
13409
43
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13410
43
        g.DragDropPayloadBufHeap.resize(0);
13411
43
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13412
0
        {
13413
            // Store in heap
13414
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13415
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13416
0
            memcpy(payload.Data, data, data_size);
13417
0
        }
13418
43
        else if (data_size > 0)
13419
43
        {
13420
            // Store locally
13421
43
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13422
43
            payload.Data = g.DragDropPayloadBufLocal;
13423
43
            memcpy(payload.Data, data, data_size);
13424
43
        }
13425
0
        else
13426
0
        {
13427
0
            payload.Data = NULL;
13428
0
        }
13429
43
        payload.DataSize = (int)data_size;
13430
43
    }
13431
43
    payload.DataFrameCount = g.FrameCount;
13432
13433
    // Return whether the payload has been accepted
13434
43
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13435
43
}
13436
13437
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13438
81
{
13439
81
    ImGuiContext& g = *GImGui;
13440
81
    if (!g.DragDropActive)
13441
0
        return false;
13442
13443
81
    ImGuiWindow* window = g.CurrentWindow;
13444
81
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13445
81
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13446
77
        return false;
13447
4
    IM_ASSERT(id != 0);
13448
4
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13449
0
        return false;
13450
4
    if (window->SkipItems)
13451
0
        return false;
13452
13453
4
    IM_ASSERT(g.DragDropWithinTarget == false);
13454
4
    g.DragDropTargetRect = bb;
13455
4
    g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case?
13456
4
    g.DragDropTargetId = id;
13457
4
    g.DragDropWithinTarget = true;
13458
4
    return true;
13459
4
}
13460
13461
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13462
// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13463
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13464
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13465
bool ImGui::BeginDragDropTarget()
13466
0
{
13467
0
    ImGuiContext& g = *GImGui;
13468
0
    if (!g.DragDropActive)
13469
0
        return false;
13470
13471
0
    ImGuiWindow* window = g.CurrentWindow;
13472
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13473
0
        return false;
13474
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13475
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13476
0
        return false;
13477
13478
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13479
0
    ImGuiID id = g.LastItemData.ID;
13480
0
    if (id == 0)
13481
0
    {
13482
0
        id = window->GetIDFromRectangle(display_rect);
13483
0
        KeepAliveID(id);
13484
0
    }
13485
0
    if (g.DragDropPayload.SourceId == id)
13486
0
        return false;
13487
13488
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13489
0
    g.DragDropTargetRect = display_rect;
13490
0
    g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect;
13491
0
    g.DragDropTargetId = id;
13492
0
    g.DragDropWithinTarget = true;
13493
0
    return true;
13494
0
}
13495
13496
bool ImGui::IsDragDropPayloadBeingAccepted()
13497
43
{
13498
43
    ImGuiContext& g = *GImGui;
13499
43
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13500
43
}
13501
13502
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13503
4
{
13504
4
    ImGuiContext& g = *GImGui;
13505
4
    ImGuiPayload& payload = g.DragDropPayload;
13506
4
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13507
4
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13508
4
    if (type != NULL && !payload.IsDataType(type))
13509
0
        return NULL;
13510
13511
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13512
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13513
4
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13514
4
    ImRect r = g.DragDropTargetRect;
13515
4
    float r_surface = r.GetWidth() * r.GetHeight();
13516
4
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13517
0
        return NULL;
13518
13519
4
    g.DragDropAcceptFlags = flags;
13520
4
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13521
4
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13522
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13523
13524
    // Render default drop visuals
13525
4
    payload.Preview = was_accepted_previously;
13526
4
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13527
4
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13528
0
        RenderDragDropTargetRect(r, g.DragDropTargetClipRect);
13529
13530
4
    g.DragDropAcceptFrameCount = g.FrameCount;
13531
4
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13532
4
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13533
0
        return NULL;
13534
13535
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13536
4
    return &payload;
13537
4
}
13538
13539
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13540
void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect)
13541
0
{
13542
0
    ImGuiContext& g = *GImGui;
13543
0
    ImGuiWindow* window = g.CurrentWindow;
13544
0
    ImRect bb_display = bb;
13545
0
    bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13546
0
    bb_display.Expand(3.5f);
13547
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13548
0
    if (push_clip_rect)
13549
0
        window->DrawList->PushClipRectFullScreen();
13550
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13551
0
    if (push_clip_rect)
13552
0
        window->DrawList->PopClipRect();
13553
0
}
13554
13555
const ImGuiPayload* ImGui::GetDragDropPayload()
13556
0
{
13557
0
    ImGuiContext& g = *GImGui;
13558
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13559
0
}
13560
13561
void ImGui::EndDragDropTarget()
13562
4
{
13563
4
    ImGuiContext& g = *GImGui;
13564
4
    IM_ASSERT(g.DragDropActive);
13565
4
    IM_ASSERT(g.DragDropWithinTarget);
13566
4
    g.DragDropWithinTarget = false;
13567
13568
    // Clear drag and drop state payload right after delivery
13569
4
    if (g.DragDropPayload.Delivery)
13570
0
        ClearDragDrop();
13571
4
}
13572
13573
//-----------------------------------------------------------------------------
13574
// [SECTION] LOGGING/CAPTURING
13575
//-----------------------------------------------------------------------------
13576
// All text output from the interface can be captured into tty/file/clipboard.
13577
// By default, tree nodes are automatically opened during logging.
13578
//-----------------------------------------------------------------------------
13579
13580
// Pass text data straight to log (without being displayed)
13581
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13582
0
{
13583
0
    if (g.LogFile)
13584
0
    {
13585
0
        g.LogBuffer.Buf.resize(0);
13586
0
        g.LogBuffer.appendfv(fmt, args);
13587
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13588
0
    }
13589
0
    else
13590
0
    {
13591
0
        g.LogBuffer.appendfv(fmt, args);
13592
0
    }
13593
0
}
13594
13595
void ImGui::LogText(const char* fmt, ...)
13596
0
{
13597
0
    ImGuiContext& g = *GImGui;
13598
0
    if (!g.LogEnabled)
13599
0
        return;
13600
13601
0
    va_list args;
13602
0
    va_start(args, fmt);
13603
0
    LogTextV(g, fmt, args);
13604
0
    va_end(args);
13605
0
}
13606
13607
void ImGui::LogTextV(const char* fmt, va_list args)
13608
0
{
13609
0
    ImGuiContext& g = *GImGui;
13610
0
    if (!g.LogEnabled)
13611
0
        return;
13612
13613
0
    LogTextV(g, fmt, args);
13614
0
}
13615
13616
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13617
// We split text into individual lines to add current tree level padding
13618
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13619
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13620
0
{
13621
0
    ImGuiContext& g = *GImGui;
13622
0
    ImGuiWindow* window = g.CurrentWindow;
13623
13624
0
    const char* prefix = g.LogNextPrefix;
13625
0
    const char* suffix = g.LogNextSuffix;
13626
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13627
13628
0
    if (!text_end)
13629
0
        text_end = FindRenderedTextEnd(text, text_end);
13630
13631
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13632
0
    if (ref_pos)
13633
0
        g.LogLinePosY = ref_pos->y;
13634
0
    if (log_new_line)
13635
0
    {
13636
0
        LogText(IM_NEWLINE);
13637
0
        g.LogLineFirstItem = true;
13638
0
    }
13639
13640
0
    if (prefix)
13641
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13642
13643
    // Re-adjust padding if we have popped out of our starting depth
13644
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13645
0
        g.LogDepthRef = window->DC.TreeDepth;
13646
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13647
13648
0
    const char* text_remaining = text;
13649
0
    for (;;)
13650
0
    {
13651
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13652
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13653
0
        const char* line_start = text_remaining;
13654
0
        const char* line_end = ImStreolRange(line_start, text_end);
13655
0
        const bool is_last_line = (line_end == text_end);
13656
0
        if (line_start != line_end || !is_last_line)
13657
0
        {
13658
0
            const int line_length = (int)(line_end - line_start);
13659
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13660
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13661
0
            g.LogLineFirstItem = false;
13662
0
            if (*line_end == '\n')
13663
0
            {
13664
0
                LogText(IM_NEWLINE);
13665
0
                g.LogLineFirstItem = true;
13666
0
            }
13667
0
        }
13668
0
        if (is_last_line)
13669
0
            break;
13670
0
        text_remaining = line_end + 1;
13671
0
    }
13672
13673
0
    if (suffix)
13674
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13675
0
}
13676
13677
// Start logging/capturing text output
13678
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13679
0
{
13680
0
    ImGuiContext& g = *GImGui;
13681
0
    ImGuiWindow* window = g.CurrentWindow;
13682
0
    IM_ASSERT(g.LogEnabled == false);
13683
0
    IM_ASSERT(g.LogFile == NULL);
13684
0
    IM_ASSERT(g.LogBuffer.empty());
13685
0
    g.LogEnabled = true;
13686
0
    g.LogType = type;
13687
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13688
0
    g.LogDepthRef = window->DC.TreeDepth;
13689
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13690
0
    g.LogLinePosY = FLT_MAX;
13691
0
    g.LogLineFirstItem = true;
13692
0
}
13693
13694
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13695
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13696
0
{
13697
0
    ImGuiContext& g = *GImGui;
13698
0
    g.LogNextPrefix = prefix;
13699
0
    g.LogNextSuffix = suffix;
13700
0
}
13701
13702
void ImGui::LogToTTY(int auto_open_depth)
13703
0
{
13704
0
    ImGuiContext& g = *GImGui;
13705
0
    if (g.LogEnabled)
13706
0
        return;
13707
0
    IM_UNUSED(auto_open_depth);
13708
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13709
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13710
0
    g.LogFile = stdout;
13711
0
#endif
13712
0
}
13713
13714
// Start logging/capturing text output to given file
13715
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13716
0
{
13717
0
    ImGuiContext& g = *GImGui;
13718
0
    if (g.LogEnabled)
13719
0
        return;
13720
13721
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13722
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13723
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13724
0
    if (!filename)
13725
0
        filename = g.IO.LogFilename;
13726
0
    if (!filename || !filename[0])
13727
0
        return;
13728
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13729
0
    if (!f)
13730
0
    {
13731
0
        IM_ASSERT(0);
13732
0
        return;
13733
0
    }
13734
13735
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13736
0
    g.LogFile = f;
13737
0
}
13738
13739
// Start logging/capturing text output to clipboard
13740
void ImGui::LogToClipboard(int auto_open_depth)
13741
0
{
13742
0
    ImGuiContext& g = *GImGui;
13743
0
    if (g.LogEnabled)
13744
0
        return;
13745
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13746
0
}
13747
13748
void ImGui::LogToBuffer(int auto_open_depth)
13749
0
{
13750
0
    ImGuiContext& g = *GImGui;
13751
0
    if (g.LogEnabled)
13752
0
        return;
13753
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13754
0
}
13755
13756
void ImGui::LogFinish()
13757
108k
{
13758
108k
    ImGuiContext& g = *GImGui;
13759
108k
    if (!g.LogEnabled)
13760
108k
        return;
13761
13762
0
    LogText(IM_NEWLINE);
13763
0
    switch (g.LogType)
13764
0
    {
13765
0
    case ImGuiLogType_TTY:
13766
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13767
0
        fflush(g.LogFile);
13768
0
#endif
13769
0
        break;
13770
0
    case ImGuiLogType_File:
13771
0
        ImFileClose(g.LogFile);
13772
0
        break;
13773
0
    case ImGuiLogType_Buffer:
13774
0
        break;
13775
0
    case ImGuiLogType_Clipboard:
13776
0
        if (!g.LogBuffer.empty())
13777
0
            SetClipboardText(g.LogBuffer.begin());
13778
0
        break;
13779
0
    case ImGuiLogType_None:
13780
0
        IM_ASSERT(0);
13781
0
        break;
13782
0
    }
13783
13784
0
    g.LogEnabled = false;
13785
0
    g.LogType = ImGuiLogType_None;
13786
0
    g.LogFile = NULL;
13787
0
    g.LogBuffer.clear();
13788
0
}
13789
13790
// Helper to display logging buttons
13791
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13792
void ImGui::LogButtons()
13793
0
{
13794
0
    ImGuiContext& g = *GImGui;
13795
13796
0
    PushID("LogButtons");
13797
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13798
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13799
#else
13800
    const bool log_to_tty = false;
13801
#endif
13802
0
    const bool log_to_file = Button("Log To File"); SameLine();
13803
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13804
0
    PushTabStop(false);
13805
0
    SetNextItemWidth(80.0f);
13806
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13807
0
    PopTabStop();
13808
0
    PopID();
13809
13810
    // Start logging at the end of the function so that the buttons don't appear in the log
13811
0
    if (log_to_tty)
13812
0
        LogToTTY();
13813
0
    if (log_to_file)
13814
0
        LogToFile();
13815
0
    if (log_to_clipboard)
13816
0
        LogToClipboard();
13817
0
}
13818
13819
13820
//-----------------------------------------------------------------------------
13821
// [SECTION] SETTINGS
13822
//-----------------------------------------------------------------------------
13823
// - UpdateSettings() [Internal]
13824
// - MarkIniSettingsDirty() [Internal]
13825
// - FindSettingsHandler() [Internal]
13826
// - ClearIniSettings() [Internal]
13827
// - LoadIniSettingsFromDisk()
13828
// - LoadIniSettingsFromMemory()
13829
// - SaveIniSettingsToDisk()
13830
// - SaveIniSettingsToMemory()
13831
//-----------------------------------------------------------------------------
13832
// - CreateNewWindowSettings() [Internal]
13833
// - FindWindowSettingsByID() [Internal]
13834
// - FindWindowSettingsByWindow() [Internal]
13835
// - ClearWindowSettings() [Internal]
13836
// - WindowSettingsHandler_***() [Internal]
13837
//-----------------------------------------------------------------------------
13838
13839
// Called by NewFrame()
13840
void ImGui::UpdateSettings()
13841
54.2k
{
13842
    // Load settings on first frame (if not explicitly loaded manually before)
13843
54.2k
    ImGuiContext& g = *GImGui;
13844
54.2k
    if (!g.SettingsLoaded)
13845
3
    {
13846
3
        IM_ASSERT(g.SettingsWindows.empty());
13847
3
        if (g.IO.IniFilename)
13848
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13849
3
        g.SettingsLoaded = true;
13850
3
    }
13851
13852
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13853
54.2k
    if (g.SettingsDirtyTimer > 0.0f)
13854
3.90k
    {
13855
3.90k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13856
3.90k
        if (g.SettingsDirtyTimer <= 0.0f)
13857
13
        {
13858
13
            if (g.IO.IniFilename != NULL)
13859
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13860
13
            else
13861
13
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13862
13
            g.SettingsDirtyTimer = 0.0f;
13863
13
        }
13864
3.90k
    }
13865
54.2k
}
13866
13867
void ImGui::MarkIniSettingsDirty()
13868
0
{
13869
0
    ImGuiContext& g = *GImGui;
13870
0
    if (g.SettingsDirtyTimer <= 0.0f)
13871
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13872
0
}
13873
13874
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13875
24.3k
{
13876
24.3k
    ImGuiContext& g = *GImGui;
13877
24.3k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13878
87
        if (g.SettingsDirtyTimer <= 0.0f)
13879
13
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13880
24.3k
}
13881
13882
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13883
6
{
13884
6
    ImGuiContext& g = *GImGui;
13885
6
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13886
6
    g.SettingsHandlers.push_back(*handler);
13887
6
}
13888
13889
void ImGui::RemoveSettingsHandler(const char* type_name)
13890
0
{
13891
0
    ImGuiContext& g = *GImGui;
13892
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13893
0
        g.SettingsHandlers.erase(handler);
13894
0
}
13895
13896
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13897
6
{
13898
6
    ImGuiContext& g = *GImGui;
13899
6
    const ImGuiID type_hash = ImHashStr(type_name);
13900
6
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13901
3
        if (handler.TypeHash == type_hash)
13902
0
            return &handler;
13903
6
    return NULL;
13904
6
}
13905
13906
// Clear all settings (windows, tables, docking etc.)
13907
void ImGui::ClearIniSettings()
13908
0
{
13909
0
    ImGuiContext& g = *GImGui;
13910
0
    g.SettingsIniData.clear();
13911
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13912
0
        if (handler.ClearAllFn != NULL)
13913
0
            handler.ClearAllFn(&g, &handler);
13914
0
}
13915
13916
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13917
0
{
13918
0
    size_t file_data_size = 0;
13919
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13920
0
    if (!file_data)
13921
0
        return;
13922
0
    if (file_data_size > 0)
13923
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13924
0
    IM_FREE(file_data);
13925
0
}
13926
13927
// Zero-tolerance, no error reporting, cheap .ini parsing
13928
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13929
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13930
0
{
13931
0
    ImGuiContext& g = *GImGui;
13932
0
    IM_ASSERT(g.Initialized);
13933
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13934
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13935
13936
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13937
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13938
0
    if (ini_size == 0)
13939
0
        ini_size = strlen(ini_data);
13940
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13941
0
    char* const buf = g.SettingsIniData.Buf.Data;
13942
0
    char* const buf_end = buf + ini_size;
13943
0
    memcpy(buf, ini_data, ini_size);
13944
0
    buf_end[0] = 0;
13945
13946
    // Call pre-read handlers
13947
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13948
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13949
0
        if (handler.ReadInitFn != NULL)
13950
0
            handler.ReadInitFn(&g, &handler);
13951
13952
0
    void* entry_data = NULL;
13953
0
    ImGuiSettingsHandler* entry_handler = NULL;
13954
13955
0
    char* line_end = NULL;
13956
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13957
0
    {
13958
        // Skip new lines markers, then find end of the line
13959
0
        while (*line == '\n' || *line == '\r')
13960
0
            line++;
13961
0
        line_end = line;
13962
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13963
0
            line_end++;
13964
0
        line_end[0] = 0;
13965
0
        if (line[0] == ';')
13966
0
            continue;
13967
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13968
0
        {
13969
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13970
0
            line_end[-1] = 0;
13971
0
            const char* name_end = line_end - 1;
13972
0
            const char* type_start = line + 1;
13973
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13974
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13975
0
            if (!type_end || !name_start)
13976
0
                continue;
13977
0
            *type_end = 0; // Overwrite first ']'
13978
0
            name_start++;  // Skip second '['
13979
0
            entry_handler = FindSettingsHandler(type_start);
13980
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13981
0
        }
13982
0
        else if (entry_handler != NULL && entry_data != NULL)
13983
0
        {
13984
            // Let type handler parse the line
13985
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13986
0
        }
13987
0
    }
13988
0
    g.SettingsLoaded = true;
13989
13990
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13991
0
    memcpy(buf, ini_data, ini_size);
13992
13993
    // Call post-read handlers
13994
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13995
0
        if (handler.ApplyAllFn != NULL)
13996
0
            handler.ApplyAllFn(&g, &handler);
13997
0
}
13998
13999
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
14000
0
{
14001
0
    ImGuiContext& g = *GImGui;
14002
0
    g.SettingsDirtyTimer = 0.0f;
14003
0
    if (!ini_filename)
14004
0
        return;
14005
14006
0
    size_t ini_data_size = 0;
14007
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14008
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14009
0
    if (!f)
14010
0
        return;
14011
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14012
0
    ImFileClose(f);
14013
0
}
14014
14015
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14016
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14017
0
{
14018
0
    ImGuiContext& g = *GImGui;
14019
0
    g.SettingsDirtyTimer = 0.0f;
14020
0
    g.SettingsIniData.Buf.resize(0);
14021
0
    g.SettingsIniData.Buf.push_back(0);
14022
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14023
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14024
0
    if (out_size)
14025
0
        *out_size = (size_t)g.SettingsIniData.size();
14026
0
    return g.SettingsIniData.c_str();
14027
0
}
14028
14029
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14030
0
{
14031
0
    ImGuiContext& g = *GImGui;
14032
14033
0
    if (g.IO.ConfigDebugIniSettings == false)
14034
0
    {
14035
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14036
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14037
0
        if (const char* p = strstr(name, "###"))
14038
0
            name = p;
14039
0
    }
14040
0
    const size_t name_len = strlen(name);
14041
14042
    // Allocate chunk
14043
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14044
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14045
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14046
0
    settings->ID = ImHashStr(name, name_len);
14047
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14048
14049
0
    return settings;
14050
0
}
14051
14052
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14053
// This is called once per window .ini entry + once per newly instantiated window.
14054
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14055
6
{
14056
6
    ImGuiContext& g = *GImGui;
14057
6
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14058
0
        if (settings->ID == id && !settings->WantDelete)
14059
0
            return settings;
14060
6
    return NULL;
14061
6
}
14062
14063
// This is faster if you are holding on a Window already as we don't need to perform a search.
14064
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14065
6
{
14066
6
    ImGuiContext& g = *GImGui;
14067
6
    if (window->SettingsOffset != -1)
14068
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14069
6
    return FindWindowSettingsByID(window->ID);
14070
6
}
14071
14072
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14073
void ImGui::ClearWindowSettings(const char* name)
14074
0
{
14075
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14076
0
    ImGuiContext& g = *GImGui;
14077
0
    ImGuiWindow* window = FindWindowByName(name);
14078
0
    if (window != NULL)
14079
0
    {
14080
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14081
0
        InitOrLoadWindowSettings(window, NULL);
14082
0
        if (window->DockId != 0)
14083
0
            DockContextProcessUndockWindow(&g, window, true);
14084
0
    }
14085
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14086
0
        settings->WantDelete = true;
14087
0
}
14088
14089
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14090
0
{
14091
0
    ImGuiContext& g = *ctx;
14092
0
    for (ImGuiWindow* window : g.Windows)
14093
0
        window->SettingsOffset = -1;
14094
0
    g.SettingsWindows.clear();
14095
0
}
14096
14097
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14098
0
{
14099
0
    ImGuiID id = ImHashStr(name);
14100
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14101
0
    if (settings)
14102
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14103
0
    else
14104
0
        settings = ImGui::CreateNewWindowSettings(name);
14105
0
    settings->ID = id;
14106
0
    settings->WantApply = true;
14107
0
    return (void*)settings;
14108
0
}
14109
14110
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14111
0
{
14112
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14113
0
    int x, y;
14114
0
    int i;
14115
0
    ImU32 u1;
14116
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14117
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14118
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14119
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14120
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14121
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14122
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14123
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14124
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14125
0
}
14126
14127
// Apply to existing windows (if any)
14128
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14129
0
{
14130
0
    ImGuiContext& g = *ctx;
14131
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14132
0
        if (settings->WantApply)
14133
0
        {
14134
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14135
0
                ApplyWindowSettings(window, settings);
14136
0
            settings->WantApply = false;
14137
0
        }
14138
0
}
14139
14140
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14141
0
{
14142
    // Gather data from windows that were active during this session
14143
    // (if a window wasn't opened in this session we preserve its settings)
14144
0
    ImGuiContext& g = *ctx;
14145
0
    for (ImGuiWindow* window : g.Windows)
14146
0
    {
14147
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14148
0
            continue;
14149
14150
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14151
0
        if (!settings)
14152
0
        {
14153
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14154
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14155
0
        }
14156
0
        IM_ASSERT(settings->ID == window->ID);
14157
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14158
0
        settings->Size = ImVec2ih(window->SizeFull);
14159
0
        settings->ViewportId = window->ViewportId;
14160
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14161
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14162
0
        settings->DockId = window->DockId;
14163
0
        settings->ClassId = window->WindowClass.ClassId;
14164
0
        settings->DockOrder = window->DockOrder;
14165
0
        settings->Collapsed = window->Collapsed;
14166
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14167
0
        settings->WantDelete = false;
14168
0
    }
14169
14170
    // Write to text buffer
14171
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14172
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14173
0
    {
14174
0
        if (settings->WantDelete)
14175
0
            continue;
14176
0
        const char* settings_name = settings->GetName();
14177
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14178
0
        if (settings->IsChild)
14179
0
        {
14180
0
            buf->appendf("IsChild=1\n");
14181
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14182
0
        }
14183
0
        else
14184
0
        {
14185
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14186
0
            {
14187
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14188
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14189
0
            }
14190
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14191
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14192
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14193
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14194
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14195
0
            if (settings->DockId != 0)
14196
0
            {
14197
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14198
0
                if (settings->DockOrder == -1)
14199
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14200
0
                else
14201
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14202
0
                if (settings->ClassId != 0)
14203
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14204
0
            }
14205
0
        }
14206
0
        buf->append("\n");
14207
0
    }
14208
0
}
14209
14210
14211
//-----------------------------------------------------------------------------
14212
// [SECTION] LOCALIZATION
14213
//-----------------------------------------------------------------------------
14214
14215
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14216
3
{
14217
3
    ImGuiContext& g = *GImGui;
14218
36
    for (int n = 0; n < count; n++)
14219
33
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14220
3
}
14221
14222
14223
//-----------------------------------------------------------------------------
14224
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14225
//-----------------------------------------------------------------------------
14226
// - GetMainViewport()
14227
// - FindViewportByID()
14228
// - FindViewportByPlatformHandle()
14229
// - SetCurrentViewport() [Internal]
14230
// - SetWindowViewport() [Internal]
14231
// - GetWindowAlwaysWantOwnViewport() [Internal]
14232
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14233
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14234
// - TranslateWindowsInViewport() [Internal]
14235
// - ScaleWindowsInViewport() [Internal]
14236
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14237
// - UpdateViewportsNewFrame() [Internal]
14238
// - UpdateViewportsEndFrame() [Internal]
14239
// - AddUpdateViewport() [Internal]
14240
// - WindowSelectViewport() [Internal]
14241
// - WindowSyncOwnedViewport() [Internal]
14242
// - UpdatePlatformWindows()
14243
// - RenderPlatformWindowsDefault()
14244
// - FindPlatformMonitorForPos() [Internal]
14245
// - FindPlatformMonitorForRect() [Internal]
14246
// - UpdateViewportPlatformMonitor() [Internal]
14247
// - DestroyPlatformWindow() [Internal]
14248
// - DestroyPlatformWindows()
14249
//-----------------------------------------------------------------------------
14250
14251
ImGuiViewport* ImGui::GetMainViewport()
14252
133k
{
14253
133k
    ImGuiContext& g = *GImGui;
14254
133k
    return g.Viewports[0];
14255
133k
}
14256
14257
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14258
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14259
54.2k
{
14260
54.2k
    ImGuiContext& g = *GImGui;
14261
54.2k
    for (ImGuiViewportP* viewport : g.Viewports)
14262
54.2k
        if (viewport->ID == id)
14263
54.2k
            return viewport;
14264
0
    return NULL;
14265
54.2k
}
14266
14267
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14268
0
{
14269
0
    ImGuiContext& g = *GImGui;
14270
0
    for (ImGuiViewportP* viewport : g.Viewports)
14271
0
        if (viewport->PlatformHandle == platform_handle)
14272
0
            return viewport;
14273
0
    return NULL;
14274
0
}
14275
14276
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14277
266k
{
14278
266k
    ImGuiContext& g = *GImGui;
14279
266k
    (void)current_window;
14280
14281
266k
    if (viewport)
14282
212k
        viewport->LastFrameActive = g.FrameCount;
14283
266k
    if (g.CurrentViewport == viewport)
14284
158k
        return;
14285
108k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14286
108k
    g.CurrentViewport = viewport;
14287
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14288
14289
    // Notify platform layer of viewport changes
14290
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14291
108k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14292
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14293
108k
}
14294
14295
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14296
133k
{
14297
    // Abandon viewport
14298
133k
    if (window->ViewportOwned && window->Viewport->Window == window)
14299
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14300
14301
133k
    window->Viewport = viewport;
14302
133k
    window->ViewportId = viewport->ID;
14303
133k
    window->ViewportOwned = (viewport->Window == window);
14304
133k
}
14305
14306
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14307
0
{
14308
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14309
0
    ImGuiContext& g = *GImGui;
14310
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14311
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14312
0
            if (!window->DockIsActive)
14313
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14314
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14315
0
                        return true;
14316
0
    return false;
14317
0
}
14318
14319
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14320
0
{
14321
0
    ImGuiContext& g = *GImGui;
14322
0
    if (window->Viewport == viewport)
14323
0
        return false;
14324
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14325
0
        return false;
14326
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14327
0
        return false;
14328
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14329
0
        return false;
14330
0
    if (GetWindowAlwaysWantOwnViewport(window))
14331
0
        return false;
14332
14333
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14334
0
    for (ImGuiWindow* window_behind : g.Windows)
14335
0
    {
14336
0
        if (window_behind == window)
14337
0
            break;
14338
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14339
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14340
0
                return false;
14341
0
    }
14342
14343
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14344
0
    ImGuiViewportP* old_viewport = window->Viewport;
14345
0
    if (window->ViewportOwned)
14346
0
        for (int n = 0; n < g.Windows.Size; n++)
14347
0
            if (g.Windows[n]->Viewport == old_viewport)
14348
0
                SetWindowViewport(g.Windows[n], viewport);
14349
0
    SetWindowViewport(window, viewport);
14350
0
    BringWindowToDisplayFront(window);
14351
14352
0
    return true;
14353
0
}
14354
14355
// FIXME: handle 0 to N host viewports
14356
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14357
0
{
14358
0
    ImGuiContext& g = *GImGui;
14359
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14360
0
}
14361
14362
// Translate Dear ImGui windows when a Host Viewport has been moved
14363
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14364
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14365
0
{
14366
0
    ImGuiContext& g = *GImGui;
14367
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14368
14369
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14370
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14371
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14372
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14373
    // and so the window will appear to teleport when releasing the mouse.
14374
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14375
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14376
0
    ImVec2 delta_pos = new_pos - old_pos;
14377
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14378
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14379
0
            TranslateWindow(window, delta_pos);
14380
0
}
14381
14382
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14383
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14384
0
{
14385
0
    ImGuiContext& g = *GImGui;
14386
0
    if (viewport->Window)
14387
0
    {
14388
0
        ScaleWindow(viewport->Window, scale);
14389
0
    }
14390
0
    else
14391
0
    {
14392
0
        for (ImGuiWindow* window : g.Windows)
14393
0
            if (window->Viewport == viewport)
14394
0
                ScaleWindow(window, scale);
14395
0
    }
14396
0
}
14397
14398
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14399
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14400
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14401
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14402
0
{
14403
0
    ImGuiContext& g = *GImGui;
14404
0
    ImGuiViewportP* best_candidate = NULL;
14405
0
    for (ImGuiViewportP* viewport : g.Viewports)
14406
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14407
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14408
0
                best_candidate = viewport;
14409
0
    return best_candidate;
14410
0
}
14411
14412
// Update viewports and monitor infos
14413
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14414
static void ImGui::UpdateViewportsNewFrame()
14415
54.2k
{
14416
54.2k
    ImGuiContext& g = *GImGui;
14417
54.2k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14418
14419
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14420
    // Update Focused status
14421
54.2k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14422
54.2k
    if (viewports_enabled)
14423
0
    {
14424
0
        ImGuiViewportP* focused_viewport = NULL;
14425
0
        for (ImGuiViewportP* viewport : g.Viewports)
14426
0
        {
14427
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14428
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14429
0
            {
14430
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14431
0
                if (is_minimized)
14432
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14433
0
                else
14434
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14435
0
            }
14436
14437
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14438
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14439
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14440
0
            {
14441
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14442
0
                if (is_focused)
14443
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14444
0
                else
14445
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14446
0
                if (is_focused)
14447
0
                    focused_viewport = viewport;
14448
0
            }
14449
0
        }
14450
14451
        // Focused viewport has changed?
14452
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14453
0
        {
14454
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14455
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14456
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14457
14458
            // Store a tag so we can infer z-order easily from all our windows
14459
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14460
            // will keep the front most stamp instead of losing it back to their parent viewport.
14461
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14462
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14463
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14464
14465
            // Focus associated dear imgui window
14466
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14467
            // - if focus didn't happen because we destroyed another window (#6462)
14468
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14469
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14470
0
            if (apply_imgui_focus_on_focused_viewport)
14471
0
            {
14472
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14473
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14474
0
                if (focused_viewport->Window != NULL)
14475
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14476
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14477
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14478
0
                else
14479
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14480
0
            }
14481
0
        }
14482
0
        if (focused_viewport)
14483
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14484
0
    }
14485
14486
    // Create/update main viewport with current platform position.
14487
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14488
54.2k
    ImGuiViewportP* main_viewport = g.Viewports[0];
14489
54.2k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14490
54.2k
    IM_ASSERT(main_viewport->Window == NULL);
14491
54.2k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14492
54.2k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14493
54.2k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14494
0
    {
14495
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14496
0
        main_viewport_size = main_viewport->Size;
14497
0
    }
14498
54.2k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14499
14500
54.2k
    g.CurrentDpiScale = 0.0f;
14501
54.2k
    g.CurrentViewport = NULL;
14502
54.2k
    g.MouseViewport = NULL;
14503
108k
    for (int n = 0; n < g.Viewports.Size; n++)
14504
54.2k
    {
14505
54.2k
        ImGuiViewportP* viewport = g.Viewports[n];
14506
54.2k
        viewport->Idx = n;
14507
14508
        // Erase unused viewports
14509
54.2k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14510
0
        {
14511
0
            DestroyViewport(viewport);
14512
0
            n--;
14513
0
            continue;
14514
0
        }
14515
14516
54.2k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14517
54.2k
        if (viewports_enabled)
14518
0
        {
14519
            // Update Position and Size (from Platform Window to ImGui) if requested.
14520
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14521
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14522
0
            {
14523
                // Viewport->WorkPos and WorkSize will be updated below
14524
0
                if (viewport->PlatformRequestMove)
14525
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14526
0
                if (viewport->PlatformRequestResize)
14527
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14528
0
            }
14529
0
        }
14530
14531
        // Update/copy monitor info
14532
54.2k
        UpdateViewportPlatformMonitor(viewport);
14533
14534
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14535
54.2k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14536
54.2k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14537
54.2k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14538
54.2k
        viewport->UpdateWorkRect();
14539
14540
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14541
54.2k
        viewport->Alpha = 1.0f;
14542
14543
        // Translate Dear ImGui windows when a Host Viewport has been moved
14544
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14545
54.2k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14546
54.2k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14547
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14548
14549
        // Update DPI scale
14550
54.2k
        float new_dpi_scale;
14551
54.2k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14552
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14553
54.2k
        else if (viewport->PlatformMonitor != -1)
14554
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14555
54.2k
        else
14556
54.2k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14557
54.2k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14558
0
        {
14559
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14560
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14561
0
                ScaleWindowsInViewport(viewport, scale_factor);
14562
            //if (viewport == GetMainViewport())
14563
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14564
14565
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14566
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14567
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14568
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14569
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14570
0
        }
14571
54.2k
        viewport->DpiScale = new_dpi_scale;
14572
54.2k
    }
14573
14574
    // Update fallback monitor
14575
54.2k
    if (g.PlatformIO.Monitors.Size == 0)
14576
54.2k
    {
14577
54.2k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14578
54.2k
        monitor->MainPos = main_viewport->Pos;
14579
54.2k
        monitor->MainSize = main_viewport->Size;
14580
54.2k
        monitor->WorkPos = main_viewport->WorkPos;
14581
54.2k
        monitor->WorkSize = main_viewport->WorkSize;
14582
54.2k
        monitor->DpiScale = main_viewport->DpiScale;
14583
54.2k
    }
14584
14585
54.2k
    if (!viewports_enabled)
14586
54.2k
    {
14587
54.2k
        g.MouseViewport = main_viewport;
14588
54.2k
        return;
14589
54.2k
    }
14590
14591
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14592
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14593
0
    ImGuiViewportP* viewport_hovered = NULL;
14594
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14595
0
    {
14596
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14597
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14598
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14599
0
    }
14600
0
    else
14601
0
    {
14602
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14603
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14604
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14605
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14606
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14607
0
    }
14608
0
    if (viewport_hovered != NULL)
14609
0
        g.MouseLastHoveredViewport = viewport_hovered;
14610
0
    else if (g.MouseLastHoveredViewport == NULL)
14611
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14612
14613
    // Update mouse reference viewport
14614
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14615
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14616
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14617
0
        g.MouseViewport = g.MovingWindow->Viewport;
14618
0
    else
14619
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14620
14621
    // When dragging something, always refer to the last hovered viewport.
14622
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14623
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14624
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14625
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14626
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14627
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14628
0
        viewport_hovered = g.MouseLastHoveredViewport;
14629
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14630
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14631
0
            g.MouseViewport = viewport_hovered;
14632
14633
0
    IM_ASSERT(g.MouseViewport != NULL);
14634
0
}
14635
14636
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14637
static void ImGui::UpdateViewportsEndFrame()
14638
54.2k
{
14639
54.2k
    ImGuiContext& g = *GImGui;
14640
54.2k
    g.PlatformIO.Viewports.resize(0);
14641
108k
    for (int i = 0; i < g.Viewports.Size; i++)
14642
54.2k
    {
14643
54.2k
        ImGuiViewportP* viewport = g.Viewports[i];
14644
54.2k
        viewport->LastPos = viewport->Pos;
14645
54.2k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14646
0
            if (i > 0) // Always include main viewport in the list
14647
0
                continue;
14648
54.2k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14649
0
            continue;
14650
54.2k
        if (i > 0)
14651
54.2k
            IM_ASSERT(viewport->Window != NULL);
14652
54.2k
        g.PlatformIO.Viewports.push_back(viewport);
14653
54.2k
    }
14654
54.2k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14655
54.2k
}
14656
14657
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14658
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14659
54.2k
{
14660
54.2k
    ImGuiContext& g = *GImGui;
14661
54.2k
    IM_ASSERT(id != 0);
14662
14663
54.2k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14664
54.2k
    if (window != NULL)
14665
0
    {
14666
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14667
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14668
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14669
0
            flags |= ImGuiViewportFlags_NoInputs;
14670
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14671
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14672
0
    }
14673
14674
54.2k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14675
54.2k
    if (viewport)
14676
54.2k
    {
14677
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14678
54.2k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14679
54.2k
            viewport->Pos = pos;
14680
54.2k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14681
54.2k
            viewport->Size = size;
14682
54.2k
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14683
54.2k
    }
14684
0
    else
14685
0
    {
14686
        // New viewport
14687
0
        viewport = IM_NEW(ImGuiViewportP)();
14688
0
        viewport->ID = id;
14689
0
        viewport->Idx = g.Viewports.Size;
14690
0
        viewport->Pos = viewport->LastPos = pos;
14691
0
        viewport->Size = size;
14692
0
        viewport->Flags = flags;
14693
0
        UpdateViewportPlatformMonitor(viewport);
14694
0
        g.Viewports.push_back(viewport);
14695
0
        g.ViewportCreatedCount++;
14696
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14697
14698
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14699
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14700
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14701
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14702
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14703
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14704
14705
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14706
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14707
0
        if (viewport->PlatformMonitor != -1)
14708
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14709
0
    }
14710
14711
54.2k
    viewport->Window = window;
14712
54.2k
    viewport->LastFrameActive = g.FrameCount;
14713
54.2k
    viewport->UpdateWorkRect();
14714
54.2k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14715
14716
54.2k
    if (window != NULL)
14717
0
        window->ViewportOwned = true;
14718
14719
54.2k
    return viewport;
14720
54.2k
}
14721
14722
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14723
0
{
14724
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14725
0
    ImGuiContext& g = *GImGui;
14726
0
    for (ImGuiWindow* window : g.Windows)
14727
0
    {
14728
0
        if (window->Viewport != viewport)
14729
0
            continue;
14730
0
        window->Viewport = NULL;
14731
0
        window->ViewportOwned = false;
14732
0
    }
14733
0
    if (viewport == g.MouseLastHoveredViewport)
14734
0
        g.MouseLastHoveredViewport = NULL;
14735
14736
    // Destroy
14737
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14738
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14739
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14740
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14741
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14742
0
    IM_DELETE(viewport);
14743
0
}
14744
14745
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14746
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14747
133k
{
14748
133k
    ImGuiContext& g = *GImGui;
14749
133k
    ImGuiWindowFlags flags = window->Flags;
14750
133k
    window->ViewportAllowPlatformMonitorExtend = -1;
14751
14752
    // Restore main viewport if multi-viewport is not supported by the backend
14753
133k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14754
133k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14755
133k
    {
14756
133k
        SetWindowViewport(window, main_viewport);
14757
133k
        return;
14758
133k
    }
14759
0
    window->ViewportOwned = false;
14760
14761
    // Appearing popups reset their viewport so they can inherit again
14762
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14763
0
    {
14764
0
        window->Viewport = NULL;
14765
0
        window->ViewportId = 0;
14766
0
    }
14767
14768
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14769
0
    {
14770
        // By default inherit from parent window
14771
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14772
0
            window->Viewport = window->ParentWindow->Viewport;
14773
14774
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14775
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14776
0
        {
14777
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14778
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14779
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14780
0
        }
14781
0
    }
14782
14783
0
    bool lock_viewport = false;
14784
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14785
0
    {
14786
        // Code explicitly request a viewport
14787
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14788
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14789
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14790
0
        {
14791
0
            window->Viewport->Window = window;
14792
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14793
0
        }
14794
0
        lock_viewport = true;
14795
0
    }
14796
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14797
0
    {
14798
        // Always inherit viewport from parent window
14799
0
        if (window->DockNode && window->DockNode->HostWindow)
14800
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14801
0
        window->Viewport = window->ParentWindow->Viewport;
14802
0
    }
14803
0
    else if (window->DockNode && window->DockNode->HostWindow)
14804
0
    {
14805
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14806
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14807
0
    }
14808
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14809
0
    {
14810
0
        window->Viewport = g.MouseViewport;
14811
0
    }
14812
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14813
0
    {
14814
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14815
0
    }
14816
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14817
0
    {
14818
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14819
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14820
0
    }
14821
0
    else
14822
0
    {
14823
        // Merge into host viewport?
14824
        // We cannot test window->ViewportOwned as it set lower in the function.
14825
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14826
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14827
0
        if (try_to_merge_into_host_viewport)
14828
0
            UpdateTryMergeWindowIntoHostViewports(window);
14829
0
    }
14830
14831
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14832
0
    if (window->Viewport == NULL)
14833
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14834
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14835
14836
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14837
0
    if (!lock_viewport)
14838
0
    {
14839
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14840
0
        {
14841
            // We need to take account of the possibility that mouse may become invalid.
14842
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14843
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14844
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14845
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14846
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14847
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14848
0
            else
14849
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14850
0
        }
14851
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14852
0
        {
14853
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14854
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14855
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14856
0
            {
14857
                // Steal/transfer ownership
14858
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14859
0
                window->Viewport->Window = window;
14860
0
                window->Viewport->ID = window->ID;
14861
0
                window->Viewport->LastNameHash = 0;
14862
0
            }
14863
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14864
0
            {
14865
                // New viewport
14866
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14867
0
            }
14868
0
        }
14869
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14870
0
        {
14871
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14872
            // Child windows are kept contained within their parent.
14873
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14874
0
        }
14875
0
    }
14876
14877
    // Update flags
14878
0
    window->ViewportOwned = (window == window->Viewport->Window);
14879
0
    window->ViewportId = window->Viewport->ID;
14880
14881
    // If the OS window has a title bar, hide our imgui title bar
14882
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14883
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14884
0
}
14885
14886
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14887
0
{
14888
0
    ImGuiContext& g = *GImGui;
14889
14890
0
    bool viewport_rect_changed = false;
14891
14892
    // Synchronize window --> viewport in most situations
14893
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14894
0
    if (window->Viewport->PlatformRequestMove)
14895
0
    {
14896
0
        window->Pos = window->Viewport->Pos;
14897
0
        MarkIniSettingsDirty(window);
14898
0
    }
14899
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14900
0
    {
14901
0
        viewport_rect_changed = true;
14902
0
        window->Viewport->Pos = window->Pos;
14903
0
    }
14904
14905
0
    if (window->Viewport->PlatformRequestResize)
14906
0
    {
14907
0
        window->Size = window->SizeFull = window->Viewport->Size;
14908
0
        MarkIniSettingsDirty(window);
14909
0
    }
14910
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14911
0
    {
14912
0
        viewport_rect_changed = true;
14913
0
        window->Viewport->Size = window->Size;
14914
0
    }
14915
0
    window->Viewport->UpdateWorkRect();
14916
14917
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14918
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14919
0
    if (viewport_rect_changed)
14920
0
        UpdateViewportPlatformMonitor(window->Viewport);
14921
14922
    // Update common viewport flags
14923
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14924
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14925
0
    ImGuiWindowFlags window_flags = window->Flags;
14926
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14927
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14928
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14929
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14930
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14931
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14932
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14933
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14934
14935
    // Not correct to set modal as topmost because:
14936
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14937
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14938
    //if (flags & ImGuiWindowFlags_Modal)
14939
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14940
14941
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14942
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14943
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14944
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14945
0
    if (is_short_lived_floating_window && !is_modal)
14946
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14947
14948
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14949
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14950
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14951
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14952
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14953
14954
    // We can also tell the backend that clearing the platform window won't be necessary,
14955
    // as our window background is filling the viewport and we have disabled BgAlpha.
14956
    // FIXME: Work on support for per-viewport transparency (#2766)
14957
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14958
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14959
14960
0
    window->Viewport->Flags = viewport_flags;
14961
14962
    // Update parent viewport ID
14963
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14964
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14965
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14966
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14967
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14968
0
    else
14969
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14970
0
}
14971
14972
// Called by user at the end of the main loop, after EndFrame()
14973
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14974
void ImGui::UpdatePlatformWindows()
14975
0
{
14976
0
    ImGuiContext& g = *GImGui;
14977
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14978
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14979
0
    g.FrameCountPlatformEnded = g.FrameCount;
14980
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14981
0
        return;
14982
14983
    // Create/resize/destroy platform windows to match each active viewport.
14984
    // Skip the main viewport (index 0), which is always fully handled by the application!
14985
0
    for (int i = 1; i < g.Viewports.Size; i++)
14986
0
    {
14987
0
        ImGuiViewportP* viewport = g.Viewports[i];
14988
14989
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14990
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14991
0
        bool destroy_platform_window = false;
14992
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14993
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14994
0
        if (destroy_platform_window)
14995
0
        {
14996
0
            DestroyPlatformWindow(viewport);
14997
0
            continue;
14998
0
        }
14999
15000
        // New windows that appears directly in a new viewport won't always have a size on their first frame
15001
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
15002
0
            continue;
15003
15004
        // Create window
15005
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15006
0
        if (is_new_platform_window)
15007
0
        {
15008
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15009
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15010
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15011
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15012
0
            g.PlatformWindowsCreatedCount++;
15013
0
            viewport->LastNameHash = 0;
15014
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15015
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15016
0
            viewport->PlatformWindowCreated = true;
15017
0
        }
15018
15019
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15020
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15021
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15022
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15023
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15024
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15025
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15026
0
        viewport->LastPlatformPos = viewport->Pos;
15027
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15028
15029
        // Update title bar (if it changed)
15030
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15031
0
        {
15032
0
            const char* title_begin = window_for_title->Name;
15033
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15034
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15035
0
            if (viewport->LastNameHash != title_hash)
15036
0
            {
15037
0
                char title_end_backup_c = *title_end;
15038
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15039
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15040
0
                *title_end = title_end_backup_c;
15041
0
                viewport->LastNameHash = title_hash;
15042
0
            }
15043
0
        }
15044
15045
        // Update alpha (if it changed)
15046
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15047
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15048
0
        viewport->LastAlpha = viewport->Alpha;
15049
15050
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15051
0
        if (g.PlatformIO.Platform_UpdateWindow)
15052
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15053
15054
0
        if (is_new_platform_window)
15055
0
        {
15056
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15057
0
            if (g.FrameCount < 3)
15058
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15059
15060
            // Show window
15061
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15062
15063
            // Even without focus, we assume the window becomes front-most.
15064
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15065
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15066
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15067
0
        }
15068
15069
        // Clear request flags
15070
0
        viewport->ClearRequestFlags();
15071
0
    }
15072
0
}
15073
15074
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15075
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15076
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15077
//
15078
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15079
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15080
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15081
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15082
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15083
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15084
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15085
//
15086
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15087
0
{
15088
    // Skip the main viewport (index 0), which is always fully handled by the application!
15089
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15090
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15091
0
    {
15092
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15093
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15094
0
            continue;
15095
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15096
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15097
0
    }
15098
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15099
0
    {
15100
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15101
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15102
0
            continue;
15103
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15104
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15105
0
    }
15106
0
}
15107
15108
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15109
0
{
15110
0
    ImGuiContext& g = *GImGui;
15111
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15112
0
    {
15113
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15114
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15115
0
            return monitor_n;
15116
0
    }
15117
0
    return -1;
15118
0
}
15119
15120
// Search for the monitor with the largest intersection area with the given rectangle
15121
// We generally try to avoid searching loops but the monitor count should be very small here
15122
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15123
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15124
54.2k
{
15125
54.2k
    ImGuiContext& g = *GImGui;
15126
15127
54.2k
    const int monitor_count = g.PlatformIO.Monitors.Size;
15128
54.2k
    if (monitor_count <= 1)
15129
54.2k
        return monitor_count - 1;
15130
15131
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15132
    // This is necessary for tooltips which always resize down to zero at first.
15133
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15134
0
    int best_monitor_n = -1;
15135
0
    float best_monitor_surface = 0.001f;
15136
15137
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15138
0
    {
15139
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15140
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15141
0
        if (monitor_rect.Contains(rect))
15142
0
            return monitor_n;
15143
0
        ImRect overlapping_rect = rect;
15144
0
        overlapping_rect.ClipWithFull(monitor_rect);
15145
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15146
0
        if (overlapping_surface < best_monitor_surface)
15147
0
            continue;
15148
0
        best_monitor_surface = overlapping_surface;
15149
0
        best_monitor_n = monitor_n;
15150
0
    }
15151
0
    return best_monitor_n;
15152
0
}
15153
15154
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15155
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15156
54.2k
{
15157
54.2k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15158
54.2k
}
15159
15160
// Return value is always != NULL, but don't hold on it across frames.
15161
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15162
0
{
15163
0
    ImGuiContext& g = *GImGui;
15164
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15165
0
    int monitor_idx = viewport->PlatformMonitor;
15166
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15167
0
        return &g.PlatformIO.Monitors[monitor_idx];
15168
0
    return &g.FallbackMonitor;
15169
0
}
15170
15171
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15172
0
{
15173
0
    ImGuiContext& g = *GImGui;
15174
0
    if (viewport->PlatformWindowCreated)
15175
0
    {
15176
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15177
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15178
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15179
0
        if (g.PlatformIO.Platform_DestroyWindow)
15180
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15181
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15182
15183
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15184
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15185
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15186
0
            viewport->PlatformWindowCreated = false;
15187
0
    }
15188
0
    else
15189
0
    {
15190
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15191
0
    }
15192
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15193
0
    viewport->ClearRequestFlags();
15194
0
}
15195
15196
void ImGui::DestroyPlatformWindows()
15197
0
{
15198
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15199
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15200
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15201
    // code to operator a consistent manner.
15202
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15203
    // crashing if it doesn't have data stored.
15204
0
    ImGuiContext& g = *GImGui;
15205
0
    for (ImGuiViewportP* viewport : g.Viewports)
15206
0
        DestroyPlatformWindow(viewport);
15207
0
}
15208
15209
15210
//-----------------------------------------------------------------------------
15211
// [SECTION] DOCKING
15212
//-----------------------------------------------------------------------------
15213
// Docking: Internal Types
15214
// Docking: Forward Declarations
15215
// Docking: ImGuiDockContext
15216
// Docking: ImGuiDockContext Docking/Undocking functions
15217
// Docking: ImGuiDockNode
15218
// Docking: ImGuiDockNode Tree manipulation functions
15219
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15220
// Docking: Builder Functions
15221
// Docking: Begin/End Support Functions (called from Begin/End)
15222
// Docking: Settings
15223
//-----------------------------------------------------------------------------
15224
15225
//-----------------------------------------------------------------------------
15226
// Typical Docking call flow: (root level is generally public API):
15227
//-----------------------------------------------------------------------------
15228
// - NewFrame()                               new dear imgui frame
15229
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15230
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15231
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15232
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15233
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15234
//    | - DockContextProcessDock()            - process one docking request
15235
//    | - DockNodeUpdate()
15236
//    |   - DockNodeUpdateForRootNode()
15237
//    |     - DockNodeUpdateFlagsAndCollapse()
15238
//    |     - DockNodeFindInfo()
15239
//    |   - destroy unused node or tab bar
15240
//    |   - create dock node host window
15241
//    |      - Begin() etc.
15242
//    |   - DockNodeStartMouseMovingWindow()
15243
//    |   - DockNodeTreeUpdatePosSize()
15244
//    |   - DockNodeTreeUpdateSplitter()
15245
//    |   - draw node background
15246
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15247
//    |     - DockNodeAddTabBar()
15248
//    |     - DockNodeWindowMenuUpdate()
15249
//    |     - DockNodeCalcTabBarLayout()
15250
//    |     - BeginTabBarEx()
15251
//    |     - TabItemEx() calls
15252
//    |     - EndTabBar()
15253
//    |   - BeginDockableDragDropTarget()
15254
//    |      - DockNodeUpdate()               - recurse into child nodes...
15255
//-----------------------------------------------------------------------------
15256
// - DockSpace()                              user submit a dockspace into a window
15257
//    | Begin(Child)                          - create a child window
15258
//    | DockNodeUpdate()                      - call main dock node update function
15259
//    | End(Child)
15260
//    | ItemSize()
15261
//-----------------------------------------------------------------------------
15262
// - Begin()
15263
//    | BeginDocked()
15264
//    | BeginDockableDragDropSource()
15265
//    | BeginDockableDragDropTarget()
15266
//    | - DockNodePreviewDockRender()
15267
//-----------------------------------------------------------------------------
15268
// - EndFrame()
15269
//    | DockContextEndFrame()
15270
//-----------------------------------------------------------------------------
15271
15272
//-----------------------------------------------------------------------------
15273
// Docking: Internal Types
15274
//-----------------------------------------------------------------------------
15275
// - ImGuiDockRequestType
15276
// - ImGuiDockRequest
15277
// - ImGuiDockPreviewData
15278
// - ImGuiDockNodeSettings
15279
// - ImGuiDockContext
15280
//-----------------------------------------------------------------------------
15281
15282
enum ImGuiDockRequestType
15283
{
15284
    ImGuiDockRequestType_None = 0,
15285
    ImGuiDockRequestType_Dock,
15286
    ImGuiDockRequestType_Undock,
15287
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15288
};
15289
15290
struct ImGuiDockRequest
15291
{
15292
    ImGuiDockRequestType    Type;
15293
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15294
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15295
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15296
    ImGuiDir                DockSplitDir;
15297
    float                   DockSplitRatio;
15298
    bool                    DockSplitOuter;
15299
    ImGuiWindow*            UndockTargetWindow;
15300
    ImGuiDockNode*          UndockTargetNode;
15301
15302
    ImGuiDockRequest()
15303
0
    {
15304
0
        Type = ImGuiDockRequestType_None;
15305
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15306
0
        DockTargetNode = UndockTargetNode = NULL;
15307
0
        DockSplitDir = ImGuiDir_None;
15308
0
        DockSplitRatio = 0.5f;
15309
0
        DockSplitOuter = false;
15310
0
    }
15311
};
15312
15313
struct ImGuiDockPreviewData
15314
{
15315
    ImGuiDockNode   FutureNode;
15316
    bool            IsDropAllowed;
15317
    bool            IsCenterAvailable;
15318
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15319
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15320
    ImGuiDockNode*  SplitNode;
15321
    ImGuiDir        SplitDir;
15322
    float           SplitRatio;
15323
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15324
15325
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15326
};
15327
15328
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15329
struct ImGuiDockNodeSettings
15330
{
15331
    ImGuiID             ID;
15332
    ImGuiID             ParentNodeId;
15333
    ImGuiID             ParentWindowId;
15334
    ImGuiID             SelectedTabId;
15335
    signed char         SplitAxis;
15336
    char                Depth;
15337
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15338
    ImVec2ih            Pos;
15339
    ImVec2ih            Size;
15340
    ImVec2ih            SizeRef;
15341
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15342
};
15343
15344
//-----------------------------------------------------------------------------
15345
// Docking: Forward Declarations
15346
//-----------------------------------------------------------------------------
15347
15348
namespace ImGui
15349
{
15350
    // ImGuiDockContext
15351
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15352
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15353
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15354
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15355
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15356
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15357
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15358
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15359
15360
    // ImGuiDockNode
15361
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15362
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15363
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15364
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15365
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15366
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15367
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15368
    static void             DockNodeUpdate(ImGuiDockNode* node);
15369
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15370
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15371
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15372
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15373
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15374
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15375
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15376
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15377
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15378
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15379
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15380
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15381
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15382
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15383
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15384
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15385
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15386
15387
    // ImGuiDockNode tree manipulations
15388
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15389
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15390
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15391
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15392
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15393
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15394
15395
    // Settings
15396
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15397
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15398
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15399
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15400
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15401
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15402
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15403
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15404
}
15405
15406
//-----------------------------------------------------------------------------
15407
// Docking: ImGuiDockContext
15408
//-----------------------------------------------------------------------------
15409
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15410
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15411
// At boot time only, we run a simple GC to remove nodes that have no references.
15412
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15413
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15414
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15415
//-----------------------------------------------------------------------------
15416
// - DockContextInitialize()
15417
// - DockContextShutdown()
15418
// - DockContextClearNodes()
15419
// - DockContextRebuildNodes()
15420
// - DockContextNewFrameUpdateUndocking()
15421
// - DockContextNewFrameUpdateDocking()
15422
// - DockContextEndFrame()
15423
// - DockContextFindNodeByID()
15424
// - DockContextBindNodeToWindow()
15425
// - DockContextGenNodeID()
15426
// - DockContextAddNode()
15427
// - DockContextRemoveNode()
15428
// - ImGuiDockContextPruneNodeData
15429
// - DockContextPruneUnusedSettingsNodes()
15430
// - DockContextBuildNodesFromSettings()
15431
// - DockContextBuildAddWindowsToNodes()
15432
//-----------------------------------------------------------------------------
15433
15434
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15435
3
{
15436
3
    ImGuiContext& g = *ctx;
15437
15438
    // Add .ini handle for persistent docking data
15439
3
    ImGuiSettingsHandler ini_handler;
15440
3
    ini_handler.TypeName = "Docking";
15441
3
    ini_handler.TypeHash = ImHashStr("Docking");
15442
3
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15443
3
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15444
3
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15445
3
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15446
3
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15447
3
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15448
3
    g.SettingsHandlers.push_back(ini_handler);
15449
15450
3
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15451
3
}
15452
15453
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15454
0
{
15455
0
    ImGuiDockContext* dc = &ctx->DockContext;
15456
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15457
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15458
0
            IM_DELETE(node);
15459
0
}
15460
15461
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15462
0
{
15463
0
    IM_UNUSED(ctx);
15464
0
    IM_ASSERT(ctx == GImGui);
15465
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15466
0
    DockBuilderRemoveNodeChildNodes(root_id);
15467
0
}
15468
15469
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15470
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15471
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15472
0
{
15473
0
    ImGuiContext& g = *ctx;
15474
0
    ImGuiDockContext* dc = &ctx->DockContext;
15475
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15476
0
    SaveIniSettingsToMemory();
15477
0
    ImGuiID root_id = 0; // Rebuild all
15478
0
    DockContextClearNodes(ctx, root_id, false);
15479
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15480
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15481
0
}
15482
15483
// Docking context update function, called by NewFrame()
15484
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15485
54.2k
{
15486
54.2k
    ImGuiContext& g = *ctx;
15487
54.2k
    ImGuiDockContext* dc = &ctx->DockContext;
15488
54.2k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15489
0
    {
15490
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15491
0
            DockContextClearNodes(ctx, 0, true);
15492
0
        return;
15493
0
    }
15494
15495
    // Setting NoSplit at runtime merges all nodes
15496
54.2k
    if (g.IO.ConfigDockingNoSplit)
15497
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15498
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15499
0
                if (node->IsRootNode() && node->IsSplitNode())
15500
0
                {
15501
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15502
                    //dc->WantFullRebuild = true;
15503
0
                }
15504
15505
    // Process full rebuild
15506
#if 0
15507
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15508
        dc->WantFullRebuild = true;
15509
#endif
15510
54.2k
    if (dc->WantFullRebuild)
15511
0
    {
15512
0
        DockContextRebuildNodes(ctx);
15513
0
        dc->WantFullRebuild = false;
15514
0
    }
15515
15516
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15517
54.2k
    for (ImGuiDockRequest& req : dc->Requests)
15518
0
    {
15519
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15520
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15521
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15522
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15523
0
    }
15524
54.2k
}
15525
15526
// Docking context update function, called by NewFrame()
15527
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15528
54.2k
{
15529
54.2k
    ImGuiContext& g = *ctx;
15530
54.2k
    ImGuiDockContext* dc = &ctx->DockContext;
15531
54.2k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15532
0
        return;
15533
15534
    // [DEBUG] Store hovered dock node.
15535
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15536
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15537
54.2k
    g.DebugHoveredDockNode = NULL;
15538
54.2k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15539
997
    {
15540
997
        if (hovered_window->DockNodeAsHost)
15541
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15542
997
        else if (hovered_window->RootWindow->DockNode)
15543
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15544
997
    }
15545
15546
    // Process Docking requests
15547
54.2k
    for (ImGuiDockRequest& req : dc->Requests)
15548
0
        if (req.Type == ImGuiDockRequestType_Dock)
15549
0
            DockContextProcessDock(ctx, &req);
15550
54.2k
    dc->Requests.resize(0);
15551
15552
    // Create windows for each automatic docking nodes
15553
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15554
54.2k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15555
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15556
0
            if (node->IsFloatingNode())
15557
0
                DockNodeUpdate(node);
15558
54.2k
}
15559
15560
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15561
54.2k
{
15562
    // Draw backgrounds of node missing their window
15563
54.2k
    ImGuiContext& g = *ctx;
15564
54.2k
    ImGuiDockContext* dc = &g.DockContext;
15565
54.2k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15566
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15567
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15568
0
            {
15569
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15570
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15571
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15572
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15573
0
            }
15574
54.2k
}
15575
15576
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15577
0
{
15578
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15579
0
}
15580
15581
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15582
0
{
15583
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15584
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15585
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15586
0
    ImGuiID id = 0x0001;
15587
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15588
0
        id++;
15589
0
    return id;
15590
0
}
15591
15592
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15593
0
{
15594
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15595
0
    ImGuiContext& g = *ctx;
15596
0
    if (id == 0)
15597
0
        id = DockContextGenNodeID(ctx);
15598
0
    else
15599
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15600
15601
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15602
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15603
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15604
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15605
0
    return node;
15606
0
}
15607
15608
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15609
0
{
15610
0
    ImGuiContext& g = *ctx;
15611
0
    ImGuiDockContext* dc = &ctx->DockContext;
15612
15613
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15614
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15615
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15616
0
    IM_ASSERT(node->Windows.Size == 0);
15617
15618
0
    if (node->HostWindow)
15619
0
        node->HostWindow->DockNodeAsHost = NULL;
15620
15621
0
    ImGuiDockNode* parent_node = node->ParentNode;
15622
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15623
0
    if (merge)
15624
0
    {
15625
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15626
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15627
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15628
0
    }
15629
0
    else
15630
0
    {
15631
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15632
0
            if (parent_node->ChildNodes[n] == node)
15633
0
                node->ParentNode->ChildNodes[n] = NULL;
15634
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15635
0
        IM_DELETE(node);
15636
0
    }
15637
0
}
15638
15639
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15640
0
{
15641
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15642
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15643
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15644
0
}
15645
15646
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15647
struct ImGuiDockContextPruneNodeData
15648
{
15649
    int         CountWindows, CountChildWindows, CountChildNodes;
15650
    ImGuiID     RootId;
15651
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15652
};
15653
15654
// Garbage collect unused nodes (run once at init time)
15655
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15656
0
{
15657
0
    ImGuiContext& g = *ctx;
15658
0
    ImGuiDockContext* dc = &ctx->DockContext;
15659
0
    IM_ASSERT(g.Windows.Size == 0);
15660
15661
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15662
0
    pool.Reserve(dc->NodesSettings.Size);
15663
15664
    // Count child nodes and compute RootID
15665
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15666
0
    {
15667
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15668
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15669
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15670
0
        if (settings->ParentNodeId)
15671
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15672
0
    }
15673
15674
    // Count reference to dock ids from dockspaces
15675
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15676
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15677
0
    {
15678
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15679
0
        if (settings->ParentWindowId != 0)
15680
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15681
0
                if (window_settings->DockId)
15682
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15683
0
                        data->CountChildNodes++;
15684
0
    }
15685
15686
    // Count reference to dock ids from window settings
15687
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15688
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15689
0
        if (ImGuiID dock_id = settings->DockId)
15690
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15691
0
            {
15692
0
                data->CountWindows++;
15693
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15694
0
                    data_root->CountChildWindows++;
15695
0
            }
15696
15697
    // Prune
15698
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15699
0
    {
15700
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15701
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15702
0
        if (data->CountWindows > 1)
15703
0
            continue;
15704
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15705
15706
0
        bool remove = false;
15707
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15708
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15709
0
        remove |= (data_root->CountChildWindows == 0);
15710
0
        if (remove)
15711
0
        {
15712
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15713
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15714
0
            settings->ID = 0;
15715
0
        }
15716
0
    }
15717
0
}
15718
15719
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15720
0
{
15721
    // Build nodes
15722
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15723
0
    {
15724
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15725
0
        if (settings->ID == 0)
15726
0
            continue;
15727
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15728
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15729
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15730
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15731
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15732
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15733
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15734
0
            node->ParentNode->ChildNodes[0] = node;
15735
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15736
0
            node->ParentNode->ChildNodes[1] = node;
15737
0
        node->SelectedTabId = settings->SelectedTabId;
15738
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15739
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15740
15741
        // Bind host window immediately if it already exist (in case of a rebuild)
15742
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15743
0
        char host_window_title[20];
15744
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15745
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15746
0
    }
15747
0
}
15748
15749
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15750
0
{
15751
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15752
0
    ImGuiContext& g = *ctx;
15753
0
    for (ImGuiWindow* window : g.Windows)
15754
0
    {
15755
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15756
0
            continue;
15757
0
        if (window->DockNode != NULL)
15758
0
            continue;
15759
15760
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15761
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15762
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15763
0
            DockNodeAddWindow(node, window, true);
15764
0
    }
15765
0
}
15766
15767
//-----------------------------------------------------------------------------
15768
// Docking: ImGuiDockContext Docking/Undocking functions
15769
//-----------------------------------------------------------------------------
15770
// - DockContextQueueDock()
15771
// - DockContextQueueUndockWindow()
15772
// - DockContextQueueUndockNode()
15773
// - DockContextQueueNotifyRemovedNode()
15774
// - DockContextProcessDock()
15775
// - DockContextProcessUndockWindow()
15776
// - DockContextProcessUndockNode()
15777
// - DockContextCalcDropPosForDocking()
15778
//-----------------------------------------------------------------------------
15779
15780
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15781
0
{
15782
0
    IM_ASSERT(target != payload);
15783
0
    ImGuiDockRequest req;
15784
0
    req.Type = ImGuiDockRequestType_Dock;
15785
0
    req.DockTargetWindow = target;
15786
0
    req.DockTargetNode = target_node;
15787
0
    req.DockPayload = payload;
15788
0
    req.DockSplitDir = split_dir;
15789
0
    req.DockSplitRatio = split_ratio;
15790
0
    req.DockSplitOuter = split_outer;
15791
0
    ctx->DockContext.Requests.push_back(req);
15792
0
}
15793
15794
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15795
0
{
15796
0
    ImGuiDockRequest req;
15797
0
    req.Type = ImGuiDockRequestType_Undock;
15798
0
    req.UndockTargetWindow = window;
15799
0
    ctx->DockContext.Requests.push_back(req);
15800
0
}
15801
15802
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15803
0
{
15804
0
    ImGuiDockRequest req;
15805
0
    req.Type = ImGuiDockRequestType_Undock;
15806
0
    req.UndockTargetNode = node;
15807
0
    ctx->DockContext.Requests.push_back(req);
15808
0
}
15809
15810
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15811
0
{
15812
0
    ImGuiDockContext* dc = &ctx->DockContext;
15813
0
    for (ImGuiDockRequest& req : dc->Requests)
15814
0
        if (req.DockTargetNode == node)
15815
0
            req.Type = ImGuiDockRequestType_None;
15816
0
}
15817
15818
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15819
0
{
15820
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15821
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15822
15823
0
    ImGuiContext& g = *ctx;
15824
0
    IM_UNUSED(g);
15825
15826
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15827
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15828
0
    ImGuiDockNode* node = req->DockTargetNode;
15829
0
    if (payload_window)
15830
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15831
0
    else
15832
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15833
15834
    // Decide which Tab will be selected at the end of the operation
15835
0
    ImGuiID next_selected_id = 0;
15836
0
    ImGuiDockNode* payload_node = NULL;
15837
0
    if (payload_window)
15838
0
    {
15839
0
        payload_node = payload_window->DockNodeAsHost;
15840
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15841
0
        if (payload_node && payload_node->IsLeafNode())
15842
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15843
0
        if (payload_node == NULL)
15844
0
            next_selected_id = payload_window->TabId;
15845
0
    }
15846
15847
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15848
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15849
0
    if (node)
15850
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15851
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15852
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15853
15854
    // Create new node and add existing window to it
15855
0
    if (node == NULL)
15856
0
    {
15857
0
        node = DockContextAddNode(ctx, 0);
15858
0
        node->Pos = target_window->Pos;
15859
0
        node->Size = target_window->Size;
15860
0
        if (target_window->DockNodeAsHost == NULL)
15861
0
        {
15862
0
            DockNodeAddWindow(node, target_window, true);
15863
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15864
0
            target_window->DockIsActive = true;
15865
0
        }
15866
0
    }
15867
15868
0
    ImGuiDir split_dir = req->DockSplitDir;
15869
0
    if (split_dir != ImGuiDir_None)
15870
0
    {
15871
        // Split into two, one side will be our payload node unless we are dropping a loose window
15872
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15873
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15874
0
        const float split_ratio = req->DockSplitRatio;
15875
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15876
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15877
0
        new_node->HostWindow = node->HostWindow;
15878
0
        node = new_node;
15879
0
    }
15880
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15881
15882
0
    if (node != payload_node)
15883
0
    {
15884
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15885
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15886
0
        {
15887
0
            DockNodeAddTabBar(node);
15888
0
            for (int n = 0; n < node->Windows.Size; n++)
15889
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15890
0
        }
15891
15892
0
        if (payload_node != NULL)
15893
0
        {
15894
            // Transfer full payload node (with 1+ child windows or child nodes)
15895
0
            if (payload_node->IsSplitNode())
15896
0
            {
15897
0
                if (node->Windows.Size > 0)
15898
0
                {
15899
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15900
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15901
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15902
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15903
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15904
0
                    if (visible_node->TabBar)
15905
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15906
0
                    DockNodeMoveWindows(node, visible_node);
15907
0
                    DockNodeMoveWindows(visible_node, node);
15908
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15909
0
                }
15910
0
                if (node->IsCentralNode())
15911
0
                {
15912
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15913
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15914
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15915
0
                    IM_ASSERT(last_focused_node != NULL);
15916
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15917
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15918
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15919
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15920
0
                    last_focused_root_node->CentralNode = last_focused_node;
15921
0
                }
15922
15923
0
                IM_ASSERT(node->Windows.Size == 0);
15924
0
                DockNodeMoveChildNodes(node, payload_node);
15925
0
            }
15926
0
            else
15927
0
            {
15928
0
                const ImGuiID payload_dock_id = payload_node->ID;
15929
0
                DockNodeMoveWindows(node, payload_node);
15930
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15931
0
            }
15932
0
            DockContextRemoveNode(ctx, payload_node, true);
15933
0
        }
15934
0
        else if (payload_window)
15935
0
        {
15936
            // Transfer single window
15937
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15938
0
            node->VisibleWindow = payload_window;
15939
0
            DockNodeAddWindow(node, payload_window, true);
15940
0
            if (payload_dock_id != 0)
15941
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15942
0
        }
15943
0
    }
15944
0
    else
15945
0
    {
15946
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15947
0
        node->WantHiddenTabBarUpdate = true;
15948
0
    }
15949
15950
    // Update selection immediately
15951
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15952
0
        tab_bar->NextSelectedTabId = next_selected_id;
15953
0
    MarkIniSettingsDirty();
15954
0
}
15955
15956
// Problem:
15957
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15958
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15959
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15960
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15961
// Solution:
15962
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15963
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15964
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15965
0
{
15966
0
    if (ref_viewport == NULL)
15967
0
        return size;
15968
15969
0
    ImGuiContext& g = *GImGui;
15970
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15971
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15972
0
    {
15973
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15974
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15975
0
    }
15976
0
    return ImMin(size, max_size);
15977
0
}
15978
15979
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15980
0
{
15981
0
    ImGuiContext& g = *ctx;
15982
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15983
0
    if (window->DockNode)
15984
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15985
0
    else
15986
0
        window->DockId = 0;
15987
0
    window->Collapsed = false;
15988
0
    window->DockIsActive = false;
15989
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15990
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15991
15992
0
    MarkIniSettingsDirty();
15993
0
}
15994
15995
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15996
0
{
15997
0
    ImGuiContext& g = *ctx;
15998
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15999
0
    IM_ASSERT(node->IsLeafNode());
16000
0
    IM_ASSERT(node->Windows.Size >= 1);
16001
16002
0
    if (node->IsRootNode() || node->IsCentralNode())
16003
0
    {
16004
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
16005
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16006
0
        new_node->Pos = node->Pos;
16007
0
        new_node->Size = node->Size;
16008
0
        new_node->SizeRef = node->SizeRef;
16009
0
        DockNodeMoveWindows(new_node, node);
16010
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16011
0
        node = new_node;
16012
0
    }
16013
0
    else
16014
0
    {
16015
        // Otherwise extract our node and merge our sibling back into the parent node.
16016
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16017
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16018
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16019
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16020
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16021
0
        node->ParentNode = NULL;
16022
0
    }
16023
0
    for (ImGuiWindow* window : node->Windows)
16024
0
    {
16025
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16026
0
        if (window->ParentWindow)
16027
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16028
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16029
0
    }
16030
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16031
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16032
0
    node->WantMouseMove = true;
16033
0
    MarkIniSettingsDirty();
16034
0
}
16035
16036
// This is mostly used for automation.
16037
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16038
0
{
16039
0
    if (target != NULL && target_node == NULL)
16040
0
        target_node = target->DockNode;
16041
16042
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16043
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16044
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16045
0
        split_outer = true;
16046
0
    ImGuiDockPreviewData split_data;
16047
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16048
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16049
0
        return false;
16050
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16051
0
    return true;
16052
0
}
16053
16054
//-----------------------------------------------------------------------------
16055
// Docking: ImGuiDockNode
16056
//-----------------------------------------------------------------------------
16057
// - DockNodeGetTabOrder()
16058
// - DockNodeAddWindow()
16059
// - DockNodeRemoveWindow()
16060
// - DockNodeMoveChildNodes()
16061
// - DockNodeMoveWindows()
16062
// - DockNodeApplyPosSizeToWindows()
16063
// - DockNodeHideHostWindow()
16064
// - ImGuiDockNodeFindInfoResults
16065
// - DockNodeFindInfo()
16066
// - DockNodeFindWindowByID()
16067
// - DockNodeUpdateFlagsAndCollapse()
16068
// - DockNodeUpdateHasCentralNodeFlag()
16069
// - DockNodeUpdateVisibleFlag()
16070
// - DockNodeStartMouseMovingWindow()
16071
// - DockNodeUpdate()
16072
// - DockNodeUpdateWindowMenu()
16073
// - DockNodeBeginAmendTabBar()
16074
// - DockNodeEndAmendTabBar()
16075
// - DockNodeUpdateTabBar()
16076
// - DockNodeAddTabBar()
16077
// - DockNodeRemoveTabBar()
16078
// - DockNodeIsDropAllowedOne()
16079
// - DockNodeIsDropAllowed()
16080
// - DockNodeCalcTabBarLayout()
16081
// - DockNodeCalcSplitRects()
16082
// - DockNodeCalcDropRectsAndTestMousePos()
16083
// - DockNodePreviewDockSetup()
16084
// - DockNodePreviewDockRender()
16085
//-----------------------------------------------------------------------------
16086
16087
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16088
0
{
16089
0
    ID = id;
16090
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16091
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16092
0
    TabBar = NULL;
16093
0
    SplitAxis = ImGuiAxis_None;
16094
16095
0
    State = ImGuiDockNodeState_Unknown;
16096
0
    LastBgColor = IM_COL32_WHITE;
16097
0
    HostWindow = VisibleWindow = NULL;
16098
0
    CentralNode = OnlyNodeWithWindows = NULL;
16099
0
    CountNodeWithWindows = 0;
16100
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16101
0
    LastFocusedNodeId = 0;
16102
0
    SelectedTabId = 0;
16103
0
    WantCloseTabId = 0;
16104
0
    RefViewportId = 0;
16105
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16106
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16107
0
    IsVisible = true;
16108
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16109
0
    IsBgDrawnThisFrame = false;
16110
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16111
0
}
16112
16113
ImGuiDockNode::~ImGuiDockNode()
16114
0
{
16115
0
    IM_DELETE(TabBar);
16116
0
    TabBar = NULL;
16117
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16118
0
}
16119
16120
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16121
0
{
16122
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16123
0
    if (tab_bar == NULL)
16124
0
        return -1;
16125
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16126
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16127
0
}
16128
16129
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16130
0
{
16131
0
    window->Hidden = true;
16132
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16133
0
}
16134
16135
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16136
0
{
16137
0
    ImGuiContext& g = *GImGui; (void)g;
16138
0
    if (window->DockNode)
16139
0
    {
16140
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16141
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16142
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16143
0
    }
16144
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16145
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16146
16147
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16148
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16149
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16150
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16151
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16152
16153
0
    node->Windows.push_back(window);
16154
0
    node->WantHiddenTabBarUpdate = true;
16155
0
    window->DockNode = node;
16156
0
    window->DockId = node->ID;
16157
0
    window->DockIsActive = (node->Windows.Size > 1);
16158
0
    window->DockTabWantClose = false;
16159
16160
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16161
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16162
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16163
0
    {
16164
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16165
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16166
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16167
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16168
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16169
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16170
0
    }
16171
16172
    // Add to tab bar if requested
16173
0
    if (add_to_tab_bar)
16174
0
    {
16175
0
        if (node->TabBar == NULL)
16176
0
        {
16177
0
            DockNodeAddTabBar(node);
16178
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16179
16180
            // Add existing windows
16181
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16182
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16183
0
        }
16184
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16185
0
    }
16186
16187
0
    DockNodeUpdateVisibleFlag(node);
16188
16189
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16190
0
    if (node->HostWindow)
16191
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16192
0
}
16193
16194
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16195
0
{
16196
0
    ImGuiContext& g = *GImGui;
16197
0
    IM_ASSERT(window->DockNode == node);
16198
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16199
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16200
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16201
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16202
16203
0
    window->DockNode = NULL;
16204
0
    window->DockIsActive = window->DockTabWantClose = false;
16205
0
    window->DockId = save_dock_id;
16206
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16207
0
    if (window->ParentWindow)
16208
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16209
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16210
16211
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16212
0
    {
16213
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16214
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16215
0
        window->Viewport = NULL;
16216
0
        window->ViewportId = 0;
16217
0
        window->ViewportOwned = false;
16218
0
        window->Hidden = true;
16219
0
    }
16220
16221
    // Remove window
16222
0
    bool erased = false;
16223
0
    for (int n = 0; n < node->Windows.Size; n++)
16224
0
        if (node->Windows[n] == window)
16225
0
        {
16226
0
            node->Windows.erase(node->Windows.Data + n);
16227
0
            erased = true;
16228
0
            break;
16229
0
        }
16230
0
    if (!erased)
16231
0
        IM_ASSERT(erased);
16232
0
    if (node->VisibleWindow == window)
16233
0
        node->VisibleWindow = NULL;
16234
16235
    // Remove tab and possibly tab bar
16236
0
    node->WantHiddenTabBarUpdate = true;
16237
0
    if (node->TabBar)
16238
0
    {
16239
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16240
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16241
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16242
0
            DockNodeRemoveTabBar(node);
16243
0
    }
16244
16245
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16246
0
    {
16247
        // Automatic dock node delete themselves if they are not holding at least one tab
16248
0
        DockContextRemoveNode(&g, node, true);
16249
0
        return;
16250
0
    }
16251
16252
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16253
0
    {
16254
0
        ImGuiWindow* remaining_window = node->Windows[0];
16255
        // Note: we used to transport viewport ownership here.
16256
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16257
0
    }
16258
16259
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16260
0
    DockNodeUpdateVisibleFlag(node);
16261
0
}
16262
16263
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16264
0
{
16265
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16266
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16267
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16268
0
    if (dst_node->ChildNodes[0])
16269
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16270
0
    if (dst_node->ChildNodes[1])
16271
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16272
0
    dst_node->SplitAxis = src_node->SplitAxis;
16273
0
    dst_node->SizeRef = src_node->SizeRef;
16274
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16275
0
}
16276
16277
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16278
0
{
16279
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16280
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16281
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16282
0
    if (src_tab_bar != NULL)
16283
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16284
16285
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16286
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16287
0
    if (move_tab_bar)
16288
0
    {
16289
0
        dst_node->TabBar = src_node->TabBar;
16290
0
        src_node->TabBar = NULL;
16291
0
    }
16292
16293
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16294
0
    for (ImGuiWindow* window : src_node->Windows)
16295
0
    {
16296
0
        window->DockNode = NULL;
16297
0
        window->DockIsActive = false;
16298
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16299
0
    }
16300
0
    src_node->Windows.clear();
16301
16302
0
    if (!move_tab_bar && src_node->TabBar)
16303
0
    {
16304
0
        if (dst_node->TabBar)
16305
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16306
0
        DockNodeRemoveTabBar(src_node);
16307
0
    }
16308
0
}
16309
16310
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16311
0
{
16312
0
    for (ImGuiWindow* window : node->Windows)
16313
0
    {
16314
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16315
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16316
0
    }
16317
0
}
16318
16319
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16320
0
{
16321
0
    if (node->HostWindow)
16322
0
    {
16323
0
        if (node->HostWindow->DockNodeAsHost == node)
16324
0
            node->HostWindow->DockNodeAsHost = NULL;
16325
0
        node->HostWindow = NULL;
16326
0
    }
16327
16328
0
    if (node->Windows.Size == 1)
16329
0
    {
16330
0
        node->VisibleWindow = node->Windows[0];
16331
0
        node->Windows[0]->DockIsActive = false;
16332
0
    }
16333
16334
0
    if (node->TabBar)
16335
0
        DockNodeRemoveTabBar(node);
16336
0
}
16337
16338
// Search function called once by root node in DockNodeUpdate()
16339
struct ImGuiDockNodeTreeInfo
16340
{
16341
    ImGuiDockNode*      CentralNode;
16342
    ImGuiDockNode*      FirstNodeWithWindows;
16343
    int                 CountNodesWithWindows;
16344
    //ImGuiWindowClass  WindowClassForMerges;
16345
16346
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16347
};
16348
16349
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16350
0
{
16351
0
    if (node->Windows.Size > 0)
16352
0
    {
16353
0
        if (info->FirstNodeWithWindows == NULL)
16354
0
            info->FirstNodeWithWindows = node;
16355
0
        info->CountNodesWithWindows++;
16356
0
    }
16357
0
    if (node->IsCentralNode())
16358
0
    {
16359
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16360
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16361
0
        info->CentralNode = node;
16362
0
    }
16363
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16364
0
        return;
16365
0
    if (node->ChildNodes[0])
16366
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16367
0
    if (node->ChildNodes[1])
16368
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16369
0
}
16370
16371
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16372
0
{
16373
0
    IM_ASSERT(id != 0);
16374
0
    for (ImGuiWindow* window : node->Windows)
16375
0
        if (window->ID == id)
16376
0
            return window;
16377
0
    return NULL;
16378
0
}
16379
16380
// - Remove inactive windows/nodes.
16381
// - Update visibility flag.
16382
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16383
0
{
16384
0
    ImGuiContext& g = *GImGui;
16385
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16386
16387
    // Inherit most flags
16388
0
    if (node->ParentNode)
16389
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16390
16391
    // Recurse into children
16392
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16393
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16394
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16395
0
    node->HasCentralNodeChild = false;
16396
0
    if (node->ChildNodes[0])
16397
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16398
0
    if (node->ChildNodes[1])
16399
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16400
16401
    // Remove inactive windows, collapse nodes
16402
    // Merge node flags overrides stored in windows
16403
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16404
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16405
0
    {
16406
0
        ImGuiWindow* window = node->Windows[window_n];
16407
0
        IM_ASSERT(window->DockNode == node);
16408
16409
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16410
0
        bool remove = false;
16411
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16412
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16413
0
        remove |= (window->DockTabWantClose);
16414
0
        if (remove)
16415
0
        {
16416
0
            window->DockTabWantClose = false;
16417
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16418
0
            {
16419
0
                DockNodeHideHostWindow(node);
16420
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16421
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16422
0
                return;
16423
0
            }
16424
0
            DockNodeRemoveWindow(node, window, node->ID);
16425
0
            window_n--;
16426
0
            continue;
16427
0
        }
16428
16429
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16430
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16431
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16432
0
    }
16433
0
    node->UpdateMergedFlags();
16434
16435
    // Auto-hide tab bar option
16436
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16437
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16438
0
        node->WantHiddenTabBarToggle = true;
16439
0
    node->WantHiddenTabBarUpdate = false;
16440
16441
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16442
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16443
0
        node->WantHiddenTabBarToggle = false;
16444
16445
    // Apply toggles at a single point of the frame (here!)
16446
0
    if (node->Windows.Size > 1)
16447
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16448
0
    else if (node->WantHiddenTabBarToggle)
16449
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16450
0
    node->WantHiddenTabBarToggle = false;
16451
16452
0
    DockNodeUpdateVisibleFlag(node);
16453
0
}
16454
16455
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16456
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16457
0
{
16458
0
    node->HasCentralNodeChild = false;
16459
0
    if (node->ChildNodes[0])
16460
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16461
0
    if (node->ChildNodes[1])
16462
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16463
0
    if (node->IsRootNode())
16464
0
    {
16465
0
        ImGuiDockNode* mark_node = node->CentralNode;
16466
0
        while (mark_node)
16467
0
        {
16468
0
            mark_node->HasCentralNodeChild = true;
16469
0
            mark_node = mark_node->ParentNode;
16470
0
        }
16471
0
    }
16472
0
}
16473
16474
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16475
0
{
16476
    // Update visibility flag
16477
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16478
0
    is_visible |= (node->Windows.Size > 0);
16479
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16480
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16481
0
    node->IsVisible = is_visible;
16482
0
}
16483
16484
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16485
0
{
16486
0
    ImGuiContext& g = *GImGui;
16487
0
    IM_ASSERT(node->WantMouseMove == true);
16488
0
    StartMouseMovingWindow(window);
16489
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16490
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16491
0
    node->WantMouseMove = false;
16492
0
}
16493
16494
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16495
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16496
0
{
16497
0
    DockNodeUpdateFlagsAndCollapse(node);
16498
16499
    // - Setup central node pointers
16500
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16501
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16502
0
    ImGuiDockNodeTreeInfo info;
16503
0
    DockNodeFindInfo(node, &info);
16504
0
    node->CentralNode = info.CentralNode;
16505
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16506
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16507
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16508
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16509
16510
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16511
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16512
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16513
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16514
0
    {
16515
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16516
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16517
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16518
0
            {
16519
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16520
0
                break;
16521
0
            }
16522
0
    }
16523
16524
0
    ImGuiDockNode* mark_node = node->CentralNode;
16525
0
    while (mark_node)
16526
0
    {
16527
0
        mark_node->HasCentralNodeChild = true;
16528
0
        mark_node = mark_node->ParentNode;
16529
0
    }
16530
0
}
16531
16532
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16533
0
{
16534
    // Remove ourselves from any previous different host window
16535
    // This can happen if a user mistakenly does (see #4295 for details):
16536
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16537
    //  - N+1: NewFrame()                   // will create floating host window for that node
16538
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16539
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16540
0
        node->HostWindow->DockNodeAsHost = NULL;
16541
16542
0
    host_window->DockNodeAsHost = node;
16543
0
    node->HostWindow = host_window;
16544
0
}
16545
16546
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16547
0
{
16548
0
    ImGuiContext& g = *GImGui;
16549
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16550
0
    node->LastFrameAlive = g.FrameCount;
16551
0
    node->IsBgDrawnThisFrame = false;
16552
16553
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16554
0
    if (node->IsRootNode())
16555
0
        DockNodeUpdateForRootNode(node);
16556
16557
    // Remove tab bar if not needed
16558
0
    if (node->TabBar && node->IsNoTabBar())
16559
0
        DockNodeRemoveTabBar(node);
16560
16561
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16562
0
    bool want_to_hide_host_window = false;
16563
0
    if (node->IsFloatingNode())
16564
0
    {
16565
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16566
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16567
0
                want_to_hide_host_window = true;
16568
0
        if (node->CountNodeWithWindows == 0)
16569
0
            want_to_hide_host_window = true;
16570
0
    }
16571
0
    if (want_to_hide_host_window)
16572
0
    {
16573
0
        if (node->Windows.Size == 1)
16574
0
        {
16575
            // Floating window pos/size is authoritative
16576
0
            ImGuiWindow* single_window = node->Windows[0];
16577
0
            node->Pos = single_window->Pos;
16578
0
            node->Size = single_window->SizeFull;
16579
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16580
16581
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16582
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16583
0
                FocusWindow(single_window);
16584
0
            if (node->HostWindow)
16585
0
            {
16586
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16587
0
                single_window->Viewport = node->HostWindow->Viewport;
16588
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16589
0
                if (node->HostWindow->ViewportOwned)
16590
0
                {
16591
0
                    single_window->Viewport->ID = single_window->ID;
16592
0
                    single_window->Viewport->Window = single_window;
16593
0
                    single_window->ViewportOwned = true;
16594
0
                }
16595
0
            }
16596
0
            node->RefViewportId = single_window->ViewportId;
16597
0
        }
16598
16599
0
        DockNodeHideHostWindow(node);
16600
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16601
0
        node->WantCloseAll = false;
16602
0
        node->WantCloseTabId = 0;
16603
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16604
0
        node->LastFrameActive = g.FrameCount;
16605
16606
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16607
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16608
0
        return;
16609
0
    }
16610
16611
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16612
    // while the expected visible window is resizing itself.
16613
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16614
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16615
    //   N+0: Begin(): window created (with no known size), node is created
16616
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16617
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16618
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16619
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16620
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16621
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16622
0
    {
16623
0
        IM_ASSERT(node->Windows.Size > 0);
16624
0
        ImGuiWindow* ref_window = NULL;
16625
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16626
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16627
0
        if (ref_window == NULL)
16628
0
            ref_window = node->Windows[0];
16629
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16630
0
        {
16631
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16632
0
            return;
16633
0
        }
16634
0
    }
16635
16636
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16637
16638
    // Decide if the node will have a close button and a window menu button
16639
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16640
0
    node->HasCloseButton = false;
16641
0
    for (ImGuiWindow* window : node->Windows)
16642
0
    {
16643
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16644
0
        node->HasCloseButton |= window->HasCloseButton;
16645
0
        window->DockIsActive = (node->Windows.Size > 1);
16646
0
    }
16647
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16648
0
        node->HasCloseButton = false;
16649
16650
    // Bind or create host window
16651
0
    ImGuiWindow* host_window = NULL;
16652
0
    bool beginned_into_host_window = false;
16653
0
    if (node->IsDockSpace())
16654
0
    {
16655
        // [Explicit root dockspace node]
16656
0
        IM_ASSERT(node->HostWindow);
16657
0
        host_window = node->HostWindow;
16658
0
    }
16659
0
    else
16660
0
    {
16661
        // [Automatic root or child nodes]
16662
0
        if (node->IsRootNode() && node->IsVisible)
16663
0
        {
16664
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16665
16666
            // Sync Pos
16667
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16668
0
                SetNextWindowPos(ref_window->Pos);
16669
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16670
0
                SetNextWindowPos(node->Pos);
16671
16672
            // Sync Size
16673
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16674
0
                SetNextWindowSize(ref_window->SizeFull);
16675
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16676
0
                SetNextWindowSize(node->Size);
16677
16678
            // Sync Collapsed
16679
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16680
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16681
16682
            // Sync Viewport
16683
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16684
0
                SetNextWindowViewport(ref_window->ViewportId);
16685
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16686
0
                SetNextWindowViewport(node->RefViewportId);
16687
16688
0
            SetNextWindowClass(&node->WindowClass);
16689
16690
            // Begin into the host window
16691
0
            char window_label[20];
16692
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16693
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16694
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16695
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16696
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16697
16698
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16699
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16700
0
            Begin(window_label, NULL, window_flags);
16701
0
            PopStyleVar();
16702
0
            beginned_into_host_window = true;
16703
16704
0
            host_window = g.CurrentWindow;
16705
0
            DockNodeSetupHostWindow(node, host_window);
16706
0
            host_window->DC.CursorPos = host_window->Pos;
16707
0
            node->Pos = host_window->Pos;
16708
0
            node->Size = host_window->Size;
16709
16710
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16711
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16712
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16713
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16714
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16715
            // after the dock host window, losing their top-most status.
16716
0
            if (node->HostWindow->Appearing)
16717
0
                BringWindowToDisplayFront(node->HostWindow);
16718
16719
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16720
0
        }
16721
0
        else if (node->ParentNode)
16722
0
        {
16723
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16724
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16725
0
        }
16726
0
        if (node->WantMouseMove && node->HostWindow)
16727
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16728
0
    }
16729
0
    node->RefViewportId = 0; // Clear when we have a host window
16730
16731
    // Update focused node (the one whose title bar is highlight) within a node tree
16732
0
    if (node->IsSplitNode())
16733
0
        IM_ASSERT(node->TabBar == NULL);
16734
0
    if (node->IsRootNode())
16735
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16736
0
            while (p_window != NULL && p_window->DockNode != NULL)
16737
0
            {
16738
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16739
0
                if (p_node == node)
16740
0
                {
16741
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16742
0
                    break;
16743
0
                }
16744
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16745
0
            }
16746
16747
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16748
0
    ImGuiDockNode* central_node = node->CentralNode;
16749
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16750
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16751
0
    if (central_node_hole)
16752
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16753
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16754
0
                central_node_hole_register_hit_test_hole = false;
16755
0
    if (central_node_hole_register_hit_test_hole)
16756
0
    {
16757
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16758
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16759
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16760
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16761
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16762
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16763
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16764
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16765
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16766
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16767
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16768
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16769
0
        if (central_node_hole && !hole_rect.IsInverted())
16770
0
        {
16771
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16772
0
            if (host_window->ParentWindow)
16773
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16774
0
        }
16775
0
    }
16776
16777
    // Update position/size, process and draw resizing splitters
16778
0
    if (node->IsRootNode() && host_window)
16779
0
    {
16780
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16781
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16782
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16783
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16784
0
        DockNodeTreeUpdateSplitter(node);
16785
0
        PopStyleColor(3);
16786
0
    }
16787
16788
    // Draw empty node background (currently can only be the Central Node)
16789
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16790
0
    {
16791
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16792
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16793
0
        if (node->LastBgColor != 0)
16794
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16795
0
        node->IsBgDrawnThisFrame = true;
16796
0
    }
16797
16798
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16799
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16800
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16801
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16802
0
    if (render_dockspace_bg && node->IsVisible)
16803
0
    {
16804
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16805
0
        if (central_node_hole)
16806
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16807
0
        else
16808
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16809
0
    }
16810
16811
    // Draw and populate Tab Bar
16812
0
    if (host_window)
16813
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16814
0
    if (host_window && node->Windows.Size > 0)
16815
0
    {
16816
0
        DockNodeUpdateTabBar(node, host_window);
16817
0
    }
16818
0
    else
16819
0
    {
16820
0
        node->WantCloseAll = false;
16821
0
        node->WantCloseTabId = 0;
16822
0
        node->IsFocused = false;
16823
0
    }
16824
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16825
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16826
0
    else if (node->Windows.Size > 0)
16827
0
        node->SelectedTabId = node->Windows[0]->TabId;
16828
16829
    // Draw payload drop target
16830
0
    if (host_window && node->IsVisible)
16831
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16832
0
            BeginDockableDragDropTarget(host_window);
16833
16834
    // We update this after DockNodeUpdateTabBar()
16835
0
    node->LastFrameActive = g.FrameCount;
16836
16837
    // Recurse into children
16838
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16839
0
    if (host_window)
16840
0
    {
16841
0
        if (node->ChildNodes[0])
16842
0
            DockNodeUpdate(node->ChildNodes[0]);
16843
0
        if (node->ChildNodes[1])
16844
0
            DockNodeUpdate(node->ChildNodes[1]);
16845
16846
        // Render outer borders last (after the tab bar)
16847
0
        if (node->IsRootNode())
16848
0
            RenderWindowOuterBorders(host_window);
16849
0
    }
16850
16851
    // End host window
16852
0
    if (beginned_into_host_window) //-V1020
16853
0
        End();
16854
0
}
16855
16856
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16857
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16858
0
{
16859
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16860
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16861
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16862
0
        return d;
16863
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16864
0
}
16865
16866
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16867
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16868
// Custom overrides may want to decorate, group, sort entries.
16869
// Please note those are internal structures: if you copy this expect occasional breakage.
16870
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16871
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16872
0
{
16873
0
    IM_UNUSED(ctx);
16874
0
    if (tab_bar->Tabs.Size == 1)
16875
0
    {
16876
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16877
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16878
0
            node->WantHiddenTabBarToggle = true;
16879
0
    }
16880
0
    else
16881
0
    {
16882
        // Display a selectable list of windows in this docking node
16883
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16884
0
        {
16885
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16886
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16887
0
                continue;
16888
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16889
0
                TabBarQueueFocus(tab_bar, tab);
16890
0
            SameLine();
16891
0
            Text("   ");
16892
0
        }
16893
0
    }
16894
0
}
16895
16896
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16897
0
{
16898
    // Try to position the menu so it is more likely to stays within the same viewport
16899
0
    ImGuiContext& g = *GImGui;
16900
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16901
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16902
0
    else
16903
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16904
0
    if (BeginPopup("#WindowMenu"))
16905
0
    {
16906
0
        node->IsFocused = true;
16907
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16908
0
        EndPopup();
16909
0
    }
16910
0
}
16911
16912
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16913
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16914
0
{
16915
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16916
0
        return false;
16917
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16918
0
        return false;
16919
0
    if (node->TabBar->ID == 0)
16920
0
        return false;
16921
0
    Begin(node->HostWindow->Name);
16922
0
    PushOverrideID(node->ID);
16923
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16924
0
    IM_UNUSED(ret);
16925
0
    IM_ASSERT(ret);
16926
0
    return true;
16927
0
}
16928
16929
void ImGui::DockNodeEndAmendTabBar()
16930
0
{
16931
0
    EndTabBar();
16932
0
    PopID();
16933
0
    End();
16934
0
}
16935
16936
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16937
0
{
16938
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16939
0
    ImGuiContext& g = *GImGui;
16940
0
    if (g.NavWindowingTarget)
16941
0
        return (g.NavWindowingTarget->DockNode == node);
16942
16943
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16944
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16945
0
    {
16946
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16947
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16948
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16949
0
            parent_window = parent_window->ParentWindow->RootWindow;
16950
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16951
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16952
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16953
0
                return true;
16954
0
    }
16955
0
    return false;
16956
0
}
16957
16958
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16959
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16960
0
{
16961
0
    ImGuiContext& g = *GImGui;
16962
0
    ImGuiStyle& style = g.Style;
16963
16964
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16965
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16966
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16967
0
    node->WantCloseAll = false;
16968
0
    node->WantCloseTabId = 0;
16969
16970
    // Decide if we should use a focused title bar color
16971
0
    bool is_focused = false;
16972
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16973
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16974
0
        is_focused = true;
16975
16976
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16977
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16978
0
    {
16979
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16980
0
        node->IsFocused = is_focused;
16981
0
        if (is_focused)
16982
0
            node->LastFrameFocused = g.FrameCount;
16983
0
        if (node->VisibleWindow)
16984
0
        {
16985
            // Notify root of visible window (used to display title in OS task bar)
16986
0
            if (is_focused || root_node->VisibleWindow == NULL)
16987
0
                root_node->VisibleWindow = node->VisibleWindow;
16988
0
            if (node->TabBar)
16989
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16990
0
        }
16991
0
        return;
16992
0
    }
16993
16994
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16995
0
    bool backup_skip_item = host_window->SkipItems;
16996
0
    if (!node->IsDockSpace())
16997
0
    {
16998
0
        host_window->SkipItems = false;
16999
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
17000
0
    }
17001
17002
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
17003
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
17004
    // as docked windows themselves will override the stack with their own root ID.
17005
0
    PushOverrideID(node->ID);
17006
0
    ImGuiTabBar* tab_bar = node->TabBar;
17007
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17008
0
    if (tab_bar == NULL)
17009
0
    {
17010
0
        DockNodeAddTabBar(node);
17011
0
        tab_bar = node->TabBar;
17012
0
    }
17013
17014
0
    ImGuiID focus_tab_id = 0;
17015
0
    node->IsFocused = is_focused;
17016
17017
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17018
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17019
17020
    // In a dock node, the Collapse Button turns into the Window Menu button.
17021
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17022
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17023
0
    {
17024
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17025
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17026
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17027
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17028
0
        is_focused |= node->IsFocused;
17029
0
    }
17030
17031
    // Layout
17032
0
    ImRect title_bar_rect, tab_bar_rect;
17033
0
    ImVec2 window_menu_button_pos;
17034
0
    ImVec2 close_button_pos;
17035
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17036
17037
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17038
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17039
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17040
0
    {
17041
0
        ImGuiWindow* window = node->Windows[window_n];
17042
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17043
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17044
0
    }
17045
17046
    // Title bar
17047
0
    if (is_focused)
17048
0
        node->LastFrameFocused = g.FrameCount;
17049
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17050
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17051
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17052
17053
    // Docking/Collapse button
17054
0
    if (has_window_menu_button)
17055
0
    {
17056
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17057
0
            OpenPopup("#WindowMenu");
17058
0
        if (IsItemActive())
17059
0
            focus_tab_id = tab_bar->SelectedTabId;
17060
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17061
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17062
0
    }
17063
17064
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17065
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17066
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17067
0
    {
17068
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17069
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17070
0
        tabs_unsorted_start = tab_n;
17071
0
    }
17072
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17073
0
    {
17074
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17075
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17076
0
        {
17077
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17078
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17079
0
        }
17080
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17081
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17082
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17083
0
    }
17084
17085
    // Apply NavWindow focus back to the tab bar
17086
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17087
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17088
17089
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17090
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17091
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17092
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17093
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17094
17095
    // Begin tab bar
17096
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17097
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17098
0
    if (!host_window->Collapsed && is_focused)
17099
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17100
0
    tab_bar->ID = GetID("#TabBar");
17101
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17102
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17103
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17104
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17105
17106
    // Backup style colors
17107
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17108
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17109
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17110
17111
    // Submit actual tabs
17112
0
    node->VisibleWindow = NULL;
17113
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17114
0
    {
17115
0
        ImGuiWindow* window = node->Windows[window_n];
17116
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17117
0
            continue;
17118
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17119
0
        {
17120
0
            ImGuiTabItemFlags tab_item_flags = 0;
17121
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17122
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17123
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17124
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17125
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17126
17127
            // Apply stored style overrides for the window
17128
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17129
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17130
17131
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17132
0
            bool tab_open = true;
17133
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17134
0
            if (!tab_open)
17135
0
                node->WantCloseTabId = window->TabId;
17136
0
            if (tab_bar->VisibleTabId == window->TabId)
17137
0
                node->VisibleWindow = window;
17138
17139
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17140
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17141
0
            window->DockTabItemRect = g.LastItemData.Rect;
17142
17143
            // Update navigation ID on menu layer
17144
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17145
0
                host_window->NavLastIds[1] = window->TabId;
17146
0
        }
17147
0
    }
17148
17149
    // Restore style colors
17150
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17151
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17152
17153
    // Notify root of visible window (used to display title in OS task bar)
17154
0
    if (node->VisibleWindow)
17155
0
        if (is_focused || root_node->VisibleWindow == NULL)
17156
0
            root_node->VisibleWindow = node->VisibleWindow;
17157
17158
    // Close button (after VisibleWindow was updated)
17159
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17160
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17161
0
    const bool close_button_is_visible = node->HasCloseButton;
17162
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17163
0
    if (close_button_is_visible)
17164
0
    {
17165
0
        if (!close_button_is_enabled)
17166
0
        {
17167
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17168
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17169
0
        }
17170
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17171
0
        {
17172
0
            node->WantCloseAll = true;
17173
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17174
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17175
0
        }
17176
        //if (IsItemActive())
17177
        //    focus_tab_id = tab_bar->SelectedTabId;
17178
0
        if (!close_button_is_enabled)
17179
0
        {
17180
0
            PopStyleColor();
17181
0
            PopItemFlag();
17182
0
        }
17183
0
    }
17184
17185
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17186
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17187
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17188
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17189
0
    {
17190
        // AllowOverlap mode required for appending into dock node tab bar,
17191
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17192
0
        bool held;
17193
0
        KeepAliveID(title_bar_id);
17194
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17195
0
        if (g.HoveredId == title_bar_id)
17196
0
        {
17197
0
            g.LastItemData.ID = title_bar_id;
17198
0
        }
17199
0
        if (held)
17200
0
        {
17201
0
            if (IsMouseClicked(0))
17202
0
                focus_tab_id = tab_bar->SelectedTabId;
17203
17204
            // Forward moving request to selected window
17205
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17206
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17207
0
        }
17208
0
    }
17209
17210
    // Forward focus from host node to selected window
17211
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17212
    //    focus_tab_id = tab_bar->SelectedTabId;
17213
17214
    // When clicked on a tab we requested focus to the docked child
17215
    // This overrides the value set by "forward focus from host node to selected window".
17216
0
    if (tab_bar->NextSelectedTabId)
17217
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17218
17219
    // Apply navigation focus
17220
0
    if (focus_tab_id != 0)
17221
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17222
0
            if (tab->Window)
17223
0
            {
17224
0
                FocusWindow(tab->Window);
17225
0
                NavInitWindow(tab->Window, false);
17226
0
            }
17227
17228
0
    EndTabBar();
17229
0
    PopID();
17230
17231
    // Restore SkipItems flag
17232
0
    if (!node->IsDockSpace())
17233
0
    {
17234
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17235
0
        host_window->SkipItems = backup_skip_item;
17236
0
    }
17237
0
}
17238
17239
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17240
0
{
17241
0
    IM_ASSERT(node->TabBar == NULL);
17242
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17243
0
}
17244
17245
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17246
0
{
17247
0
    if (node->TabBar == NULL)
17248
0
        return;
17249
0
    IM_DELETE(node->TabBar);
17250
0
    node->TabBar = NULL;
17251
0
}
17252
17253
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17254
4
{
17255
4
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17256
0
        return false;
17257
17258
4
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17259
4
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17260
4
    if (host_class->ClassId != payload_class->ClassId)
17261
0
    {
17262
0
        bool pass = false;
17263
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17264
0
            pass = true;
17265
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17266
0
            pass = true;
17267
0
        if (!pass)
17268
0
            return false;
17269
0
    }
17270
17271
    // Prevent docking any window created above a popup
17272
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17273
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17274
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17275
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17276
4
    ImGuiContext& g = *GImGui;
17277
4
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17278
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17279
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17280
0
                return false;
17281
17282
4
    return true;
17283
4
}
17284
17285
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17286
4
{
17287
4
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17288
0
        return true;
17289
17290
4
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17291
4
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17292
4
    {
17293
4
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17294
4
        if (DockNodeIsDropAllowedOne(payload, host_window))
17295
4
            return true;
17296
4
    }
17297
0
    return false;
17298
4
}
17299
17300
// window menu button == collapse button when not in a dock node.
17301
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17302
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17303
0
{
17304
0
    ImGuiContext& g = *GImGui;
17305
0
    ImGuiStyle& style = g.Style;
17306
17307
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17308
0
    if (out_title_rect) { *out_title_rect = r; }
17309
17310
0
    r.Min.x += style.WindowBorderSize;
17311
0
    r.Max.x -= style.WindowBorderSize;
17312
17313
0
    float button_sz = g.FontSize;
17314
0
    r.Min.x += style.FramePadding.x;
17315
0
    r.Max.x -= style.FramePadding.x;
17316
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17317
0
    if (node->HasCloseButton)
17318
0
    {
17319
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17320
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17321
0
    }
17322
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17323
0
    {
17324
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17325
0
    }
17326
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17327
0
    {
17328
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17329
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17330
0
    }
17331
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17332
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17333
0
}
17334
17335
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17336
0
{
17337
0
    ImGuiContext& g = *GImGui;
17338
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17339
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17340
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17341
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17342
17343
    // Distribute size on given axis (with a desired size or equally)
17344
0
    const float w_avail = size_old[axis] - dock_spacing;
17345
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17346
0
    {
17347
0
        size_new[axis] = size_new_desired[axis];
17348
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17349
0
    }
17350
0
    else
17351
0
    {
17352
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17353
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17354
0
    }
17355
17356
    // Position each node
17357
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17358
0
    {
17359
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17360
0
    }
17361
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17362
0
    {
17363
0
        pos_new[axis] = pos_old[axis];
17364
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17365
0
    }
17366
0
}
17367
17368
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17369
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17370
0
{
17371
0
    ImGuiContext& g = *GImGui;
17372
17373
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17374
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17375
0
    float hs_w; // Half-size, longer axis
17376
0
    float hs_h; // Half-size, smaller axis
17377
0
    ImVec2 off; // Distance from edge or center
17378
0
    if (outer_docking)
17379
0
    {
17380
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17381
        //hs_h = ImTrunc(hs_w * 0.15f);
17382
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17383
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17384
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17385
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17386
0
    }
17387
0
    else
17388
0
    {
17389
0
        hs_w = ImTrunc(hs_for_central_nodes);
17390
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17391
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17392
0
    }
17393
17394
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17395
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17396
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17397
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17398
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17399
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17400
17401
0
    if (test_mouse_pos == NULL)
17402
0
        return false;
17403
17404
0
    ImRect hit_r = out_r;
17405
0
    if (!outer_docking)
17406
0
    {
17407
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17408
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17409
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17410
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17411
0
        float r_threshold_center = hs_w * 1.4f;
17412
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17413
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17414
0
            return (dir == ImGuiDir_None);
17415
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17416
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17417
0
    }
17418
0
    return hit_r.Contains(*test_mouse_pos);
17419
0
}
17420
17421
// host_node may be NULL if the window doesn't have a DockNode already.
17422
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17423
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17424
0
{
17425
0
    ImGuiContext& g = *GImGui;
17426
17427
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17428
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17429
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17430
0
    if (payload_node == NULL)
17431
0
        payload_node = payload_window->DockNodeAsHost;
17432
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17433
0
    if (ref_node_for_rect)
17434
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17435
17436
    // Filter, figure out where we are allowed to dock
17437
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17438
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17439
0
    data->IsCenterAvailable = true;
17440
0
    if (is_outer_docking)
17441
0
        data->IsCenterAvailable = false;
17442
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17443
0
        data->IsCenterAvailable = false;
17444
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17445
0
        data->IsCenterAvailable = false;
17446
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17447
0
        data->IsCenterAvailable = false;
17448
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17449
0
        data->IsCenterAvailable = false;
17450
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17451
0
        data->IsCenterAvailable = false;
17452
17453
0
    data->IsSidesAvailable = true;
17454
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17455
0
        data->IsSidesAvailable = false;
17456
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17457
0
        data->IsSidesAvailable = false;
17458
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17459
0
        data->IsSidesAvailable = false;
17460
17461
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17462
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17463
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17464
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17465
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17466
17467
    // Calculate drop shapes geometry for allowed splitting directions
17468
0
    IM_ASSERT(ImGuiDir_None == -1);
17469
0
    data->SplitNode = host_node;
17470
0
    data->SplitDir = ImGuiDir_None;
17471
0
    data->IsSplitDirExplicit = false;
17472
0
    if (!host_window->Collapsed)
17473
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17474
0
        {
17475
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17476
0
                continue;
17477
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17478
0
                continue;
17479
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17480
0
            {
17481
0
                data->SplitDir = (ImGuiDir)dir;
17482
0
                data->IsSplitDirExplicit = true;
17483
0
            }
17484
0
        }
17485
17486
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17487
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17488
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17489
0
        data->IsDropAllowed = false;
17490
17491
    // Calculate split area
17492
0
    data->SplitRatio = 0.0f;
17493
0
    if (data->SplitDir != ImGuiDir_None)
17494
0
    {
17495
0
        ImGuiDir split_dir = data->SplitDir;
17496
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17497
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17498
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17499
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17500
17501
        // Calculate split ratio so we can pass it down the docking request
17502
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17503
0
        data->FutureNode.Pos = pos_new;
17504
0
        data->FutureNode.Size = size_new;
17505
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17506
0
    }
17507
0
}
17508
17509
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17510
0
{
17511
0
    ImGuiContext& g = *GImGui;
17512
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17513
17514
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17515
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17516
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17517
17518
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17519
0
    int overlay_draw_lists_count = 0;
17520
0
    ImDrawList* overlay_draw_lists[2];
17521
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17522
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17523
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17524
17525
    // Draw main preview rectangle
17526
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17527
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17528
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17529
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17530
17531
    // Display area preview
17532
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17533
0
    if (data->IsDropAllowed)
17534
0
    {
17535
0
        ImRect overlay_rect = data->FutureNode.Rect();
17536
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17537
0
            overlay_rect.Min.y += GetFrameHeight();
17538
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17539
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17540
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17541
0
    }
17542
17543
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17544
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17545
0
    {
17546
        // Compute target tab bar geometry so we can locate our preview tabs
17547
0
        ImRect tab_bar_rect;
17548
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17549
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17550
0
        if (host_node && host_node->TabBar)
17551
0
        {
17552
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17553
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17554
0
            else
17555
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17556
0
        }
17557
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17558
0
        {
17559
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17560
0
        }
17561
17562
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17563
0
        if (root_payload->DockNodeAsHost)
17564
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17565
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17566
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17567
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17568
0
        {
17569
            // DockNode's TabBar may have non-window Tabs manually appended by user
17570
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17571
0
            if (tab_bar_with_payload && payload_window == NULL)
17572
0
                continue;
17573
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17574
0
                continue;
17575
17576
            // Calculate the tab bounding box for each payload window
17577
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17578
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17579
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17580
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17581
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17582
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17583
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17584
0
            {
17585
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17586
0
                if (!tab_bar_rect.Contains(tab_bb))
17587
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17588
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17589
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17590
0
                if (!tab_bar_rect.Contains(tab_bb))
17591
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17592
0
            }
17593
0
            PopStyleColor();
17594
0
        }
17595
0
    }
17596
17597
    // Display drop boxes
17598
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17599
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17600
0
    {
17601
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17602
0
        {
17603
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17604
0
            ImRect draw_r_in = draw_r;
17605
0
            draw_r_in.Expand(-2.0f);
17606
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17607
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17608
0
            {
17609
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17610
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17611
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17612
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17613
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17614
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17615
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17616
0
            }
17617
0
        }
17618
17619
        // Stop after ImGuiDir_None
17620
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17621
0
            return;
17622
0
    }
17623
0
}
17624
17625
//-----------------------------------------------------------------------------
17626
// Docking: ImGuiDockNode Tree manipulation functions
17627
//-----------------------------------------------------------------------------
17628
// - DockNodeTreeSplit()
17629
// - DockNodeTreeMerge()
17630
// - DockNodeTreeUpdatePosSize()
17631
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17632
// - DockNodeTreeUpdateSplitter()
17633
// - DockNodeTreeFindFallbackLeafNode()
17634
// - DockNodeTreeFindNodeByPos()
17635
//-----------------------------------------------------------------------------
17636
17637
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17638
0
{
17639
0
    ImGuiContext& g = *GImGui;
17640
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17641
17642
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17643
0
    child_0->ParentNode = parent_node;
17644
17645
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17646
0
    child_1->ParentNode = parent_node;
17647
17648
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17649
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17650
0
    parent_node->ChildNodes[0] = child_0;
17651
0
    parent_node->ChildNodes[1] = child_1;
17652
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17653
0
    parent_node->SplitAxis = split_axis;
17654
0
    parent_node->VisibleWindow = NULL;
17655
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17656
17657
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17658
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17659
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17660
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17661
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17662
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17663
17664
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17665
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17666
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17667
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17668
17669
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17670
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17671
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17672
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17673
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17674
0
    child_0->UpdateMergedFlags();
17675
0
    child_1->UpdateMergedFlags();
17676
0
    parent_node->UpdateMergedFlags();
17677
0
    if (child_inheritor->IsCentralNode())
17678
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17679
0
}
17680
17681
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17682
0
{
17683
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17684
0
    ImGuiContext& g = *GImGui;
17685
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17686
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17687
0
    IM_ASSERT(child_0 || child_1);
17688
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17689
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17690
0
    {
17691
0
        IM_ASSERT(parent_node->TabBar == NULL);
17692
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17693
0
    }
17694
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17695
17696
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17697
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17698
0
    if (child_0)
17699
0
    {
17700
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17701
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17702
0
    }
17703
0
    if (child_1)
17704
0
    {
17705
0
        DockNodeMoveWindows(parent_node, child_1);
17706
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17707
0
    }
17708
0
    DockNodeApplyPosSizeToWindows(parent_node);
17709
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17710
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17711
0
    parent_node->SizeRef = backup_last_explicit_size;
17712
17713
    // Flags transfer
17714
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17715
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17716
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17717
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17718
0
    parent_node->UpdateMergedFlags();
17719
17720
0
    if (child_0)
17721
0
    {
17722
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17723
0
        IM_DELETE(child_0);
17724
0
    }
17725
0
    if (child_1)
17726
0
    {
17727
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17728
0
        IM_DELETE(child_1);
17729
0
    }
17730
0
}
17731
17732
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17733
// (Depth-first, Pre-Order)
17734
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17735
0
{
17736
    // During the regular dock node update we write to all nodes.
17737
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17738
0
    ImGuiContext& g = *GImGui;
17739
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17740
0
    if (write_to_node)
17741
0
    {
17742
0
        node->Pos = pos;
17743
0
        node->Size = size;
17744
0
    }
17745
17746
0
    if (node->IsLeafNode())
17747
0
        return;
17748
17749
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17750
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17751
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17752
0
    ImVec2 child_0_size = size, child_1_size = size;
17753
17754
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17755
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17756
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17757
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17758
17759
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17760
0
    {
17761
0
        const float spacing = g.Style.DockingSeparatorSize;
17762
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17763
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17764
17765
        // Size allocation policy
17766
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17767
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17768
17769
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17770
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17771
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17772
17773
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17774
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17775
0
        {
17776
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17777
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17778
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17779
0
        }
17780
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17781
0
        {
17782
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17783
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17784
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17785
0
        }
17786
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17787
0
        {
17788
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17789
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17790
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17791
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17792
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17793
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17794
0
        }
17795
17796
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17797
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17798
0
        {
17799
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17800
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17801
0
        }
17802
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17803
0
        {
17804
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17805
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17806
0
        }
17807
0
        else
17808
0
        {
17809
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17810
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17811
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17812
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17813
0
        }
17814
17815
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17816
0
    }
17817
17818
0
    if (only_write_to_single_node == NULL)
17819
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17820
17821
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17822
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17823
0
    if (child_0_recurse)
17824
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17825
0
    if (child_1_recurse)
17826
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17827
0
}
17828
17829
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17830
0
{
17831
0
    if (node->IsLeafNode())
17832
0
    {
17833
0
        touching_nodes->push_back(node);
17834
0
        return;
17835
0
    }
17836
0
    if (node->ChildNodes[0]->IsVisible)
17837
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17838
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17839
0
    if (node->ChildNodes[1]->IsVisible)
17840
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17841
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17842
0
}
17843
17844
// (Depth-First, Pre-Order)
17845
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17846
0
{
17847
0
    if (node->IsLeafNode())
17848
0
        return;
17849
17850
0
    ImGuiContext& g = *GImGui;
17851
17852
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17853
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17854
0
    if (child_0->IsVisible && child_1->IsVisible)
17855
0
    {
17856
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17857
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17858
0
        IM_ASSERT(axis != ImGuiAxis_None);
17859
0
        ImRect bb;
17860
0
        bb.Min = child_0->Pos;
17861
0
        bb.Max = child_1->Pos;
17862
0
        bb.Min[axis] += child_0->Size[axis];
17863
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17864
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17865
17866
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17867
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17868
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17869
0
        {
17870
0
            ImGuiWindow* window = g.CurrentWindow;
17871
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17872
0
        }
17873
0
        else
17874
0
        {
17875
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17876
            //bb.Max[axis] -= 1;
17877
0
            PushID(node->ID);
17878
17879
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17880
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17881
0
            float min_size = g.Style.WindowMinSize[axis];
17882
0
            float resize_limits[2];
17883
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17884
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17885
17886
0
            ImGuiID splitter_id = GetID("##Splitter");
17887
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17888
0
            {
17889
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17890
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17891
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17892
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17893
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17894
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17895
17896
                // [DEBUG] Render touching nodes & limits
17897
                /*
17898
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17899
                for (int n = 0; n < 2; n++)
17900
                {
17901
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17902
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17903
                    if (axis == ImGuiAxis_X)
17904
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17905
                    else
17906
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17907
                }
17908
                */
17909
0
            }
17910
17911
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17912
0
            float cur_size_0 = child_0->Size[axis];
17913
0
            float cur_size_1 = child_1->Size[axis];
17914
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17915
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17916
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17917
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17918
0
            {
17919
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17920
0
                {
17921
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17922
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17923
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17924
17925
                    // Lock the size of every node that is a sibling of the node we are touching
17926
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17927
0
                    for (int side_n = 0; side_n < 2; side_n++)
17928
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17929
0
                        {
17930
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17931
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17932
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17933
0
                            while (touching_node->ParentNode != node)
17934
0
                            {
17935
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17936
0
                                {
17937
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17938
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17939
0
                                    node_to_preserve->WantLockSizeOnce = true;
17940
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17941
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17942
0
                                }
17943
0
                                touching_node = touching_node->ParentNode;
17944
0
                            }
17945
0
                        }
17946
17947
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17948
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17949
0
                    MarkIniSettingsDirty();
17950
0
                }
17951
0
            }
17952
0
            PopID();
17953
0
        }
17954
0
    }
17955
17956
0
    if (child_0->IsVisible)
17957
0
        DockNodeTreeUpdateSplitter(child_0);
17958
0
    if (child_1->IsVisible)
17959
0
        DockNodeTreeUpdateSplitter(child_1);
17960
0
}
17961
17962
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17963
0
{
17964
0
    if (node->IsLeafNode())
17965
0
        return node;
17966
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17967
0
        return leaf_node;
17968
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17969
0
        return leaf_node;
17970
0
    return NULL;
17971
0
}
17972
17973
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17974
0
{
17975
0
    if (!node->IsVisible)
17976
0
        return NULL;
17977
17978
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17979
0
    ImRect r(node->Pos, node->Pos + node->Size);
17980
0
    r.Expand(dock_spacing * 0.5f);
17981
0
    bool inside = r.Contains(pos);
17982
0
    if (!inside)
17983
0
        return NULL;
17984
17985
0
    if (node->IsLeafNode())
17986
0
        return node;
17987
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17988
0
        return hovered_node;
17989
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17990
0
        return hovered_node;
17991
17992
    // This means we are hovering over the splitter/spacing of a parent node
17993
0
    return node;
17994
0
}
17995
17996
//-----------------------------------------------------------------------------
17997
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17998
//-----------------------------------------------------------------------------
17999
// - SetWindowDock() [Internal]
18000
// - DockSpace()
18001
// - DockSpaceOverViewport()
18002
//-----------------------------------------------------------------------------
18003
18004
// [Internal] Called via SetNextWindowDockID()
18005
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18006
0
{
18007
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18008
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18009
0
        return;
18010
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18011
18012
0
    if (window->DockId == dock_id)
18013
0
        return;
18014
18015
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18016
0
    ImGuiContext& g = *GImGui;
18017
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(&g, dock_id))
18018
0
        if (new_node->IsSplitNode())
18019
0
        {
18020
            // Policy: Find central node or latest focused node. We first move back to our root node.
18021
0
            new_node = DockNodeGetRootNode(new_node);
18022
0
            if (new_node->CentralNode)
18023
0
            {
18024
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18025
0
                dock_id = new_node->CentralNode->ID;
18026
0
            }
18027
0
            else
18028
0
            {
18029
0
                dock_id = new_node->LastFocusedNodeId;
18030
0
            }
18031
0
        }
18032
18033
0
    if (window->DockId == dock_id)
18034
0
        return;
18035
18036
0
    if (window->DockNode)
18037
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18038
0
    window->DockId = dock_id;
18039
0
}
18040
18041
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18042
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18043
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18044
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18045
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18046
0
{
18047
0
    ImGuiContext& g = *GImGui;
18048
0
    ImGuiWindow* window = GetCurrentWindowRead();
18049
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18050
0
        return 0;
18051
18052
    // Early out if parent window is hidden/collapsed
18053
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18054
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18055
0
    if (window->SkipItems)
18056
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18057
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18058
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18059
18060
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18061
0
    IM_ASSERT(id != 0);
18062
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18063
0
    if (!node)
18064
0
    {
18065
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18066
0
        node = DockContextAddNode(&g, id);
18067
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18068
0
    }
18069
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18070
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18071
0
    node->SharedFlags = flags;
18072
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18073
18074
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18075
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18076
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18077
0
    {
18078
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18079
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18080
0
        return id;
18081
0
    }
18082
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18083
18084
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18085
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18086
0
    {
18087
0
        node->LastFrameAlive = g.FrameCount;
18088
0
        return id;
18089
0
    }
18090
18091
0
    const ImVec2 content_avail = GetContentRegionAvail();
18092
0
    ImVec2 size = ImTrunc(size_arg);
18093
0
    if (size.x <= 0.0f)
18094
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18095
0
    if (size.y <= 0.0f)
18096
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18097
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18098
18099
0
    node->Pos = window->DC.CursorPos;
18100
0
    node->Size = node->SizeRef = size;
18101
0
    SetNextWindowPos(node->Pos);
18102
0
    SetNextWindowSize(node->Size);
18103
0
    g.NextWindowData.PosUndock = false;
18104
18105
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18106
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18107
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18108
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18109
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18110
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18111
18112
0
    char title[256];
18113
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18114
18115
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18116
0
    Begin(title, NULL, window_flags);
18117
0
    PopStyleVar();
18118
18119
0
    ImGuiWindow* host_window = g.CurrentWindow;
18120
0
    DockNodeSetupHostWindow(node, host_window);
18121
0
    host_window->ChildId = window->GetID(title);
18122
0
    node->OnlyNodeWithWindows = NULL;
18123
18124
0
    IM_ASSERT(node->IsRootNode());
18125
18126
    // We need to handle the rare case were a central node is missing.
18127
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18128
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18129
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18130
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18131
    // as it doesn't make sense for an empty dockspace to not have this property.
18132
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18133
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18134
18135
    // Update the node
18136
0
    DockNodeUpdate(node);
18137
18138
0
    End();
18139
18140
0
    ImRect bb(node->Pos, node->Pos + size);
18141
0
    ItemSize(size);
18142
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18143
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18144
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18145
18146
0
    return id;
18147
0
}
18148
18149
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18150
// The limitation with this call is that your window won't have a menu bar.
18151
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18152
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18153
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18154
0
{
18155
0
    if (viewport == NULL)
18156
0
        viewport = GetMainViewport();
18157
18158
0
    SetNextWindowPos(viewport->WorkPos);
18159
0
    SetNextWindowSize(viewport->WorkSize);
18160
0
    SetNextWindowViewport(viewport->ID);
18161
18162
0
    ImGuiWindowFlags host_window_flags = 0;
18163
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18164
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18165
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18166
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18167
18168
0
    char label[32];
18169
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18170
18171
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18172
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18173
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18174
0
    Begin(label, NULL, host_window_flags);
18175
0
    PopStyleVar(3);
18176
18177
0
    ImGuiID dockspace_id = GetID("DockSpace");
18178
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18179
0
    End();
18180
18181
0
    return dockspace_id;
18182
0
}
18183
18184
//-----------------------------------------------------------------------------
18185
// Docking: Builder Functions
18186
//-----------------------------------------------------------------------------
18187
// Very early end-user API to manipulate dock nodes.
18188
// Only available in imgui_internal.h. Expect this API to change/break!
18189
// It is expected that those functions are all called _before_ the dockspace node submission.
18190
//-----------------------------------------------------------------------------
18191
// - DockBuilderDockWindow()
18192
// - DockBuilderGetNode()
18193
// - DockBuilderSetNodePos()
18194
// - DockBuilderSetNodeSize()
18195
// - DockBuilderAddNode()
18196
// - DockBuilderRemoveNode()
18197
// - DockBuilderRemoveNodeChildNodes()
18198
// - DockBuilderRemoveNodeDockedWindows()
18199
// - DockBuilderSplitNode()
18200
// - DockBuilderCopyNodeRec()
18201
// - DockBuilderCopyNode()
18202
// - DockBuilderCopyWindowSettings()
18203
// - DockBuilderCopyDockSpace()
18204
// - DockBuilderFinish()
18205
//-----------------------------------------------------------------------------
18206
18207
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18208
0
{
18209
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18210
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18211
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18212
0
    ImGuiID window_id = ImHashStr(window_name);
18213
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18214
0
    {
18215
        // Apply to created window
18216
0
        ImGuiID prev_node_id = window->DockId;
18217
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18218
0
        if (window->DockId != prev_node_id)
18219
0
            window->DockOrder = -1;
18220
0
    }
18221
0
    else
18222
0
    {
18223
        // Apply to settings
18224
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18225
0
        if (settings == NULL)
18226
0
            settings = CreateNewWindowSettings(window_name);
18227
0
        if (settings->DockId != node_id)
18228
0
            settings->DockOrder = -1;
18229
0
        settings->DockId = node_id;
18230
0
    }
18231
0
}
18232
18233
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18234
0
{
18235
0
    ImGuiContext& g = *GImGui;
18236
0
    return DockContextFindNodeByID(&g, node_id);
18237
0
}
18238
18239
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18240
0
{
18241
0
    ImGuiContext& g = *GImGui;
18242
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18243
0
    if (node == NULL)
18244
0
        return;
18245
0
    node->Pos = pos;
18246
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18247
0
}
18248
18249
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18250
0
{
18251
0
    ImGuiContext& g = *GImGui;
18252
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18253
0
    if (node == NULL)
18254
0
        return;
18255
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18256
0
    node->Size = node->SizeRef = size;
18257
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18258
0
}
18259
18260
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18261
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18262
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18263
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18264
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18265
// - Use (id == 0) to let the system allocate a node identifier.
18266
// - Existing node with a same id will be removed.
18267
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18268
0
{
18269
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18270
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18271
18272
0
    if (node_id != 0)
18273
0
        DockBuilderRemoveNode(node_id);
18274
18275
0
    ImGuiDockNode* node = NULL;
18276
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18277
0
    {
18278
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18279
0
        node = DockContextFindNodeByID(&g, node_id);
18280
0
    }
18281
0
    else
18282
0
    {
18283
0
        node = DockContextAddNode(&g, node_id);
18284
0
        node->SetLocalFlags(flags);
18285
0
    }
18286
0
    node->LastFrameAlive = g.FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18287
0
    return node->ID;
18288
0
}
18289
18290
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18291
0
{
18292
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18293
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18294
18295
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, node_id);
18296
0
    if (node == NULL)
18297
0
        return;
18298
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18299
0
    DockBuilderRemoveNodeChildNodes(node_id);
18300
    // Node may have moved or deleted if e.g. any merge happened
18301
0
    node = DockContextFindNodeByID(&g, node_id);
18302
0
    if (node == NULL)
18303
0
        return;
18304
0
    if (node->IsCentralNode() && node->ParentNode)
18305
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18306
0
    DockContextRemoveNode(&g, node, true);
18307
0
}
18308
18309
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18310
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18311
0
{
18312
0
    ImGuiContext& g = *GImGui;
18313
0
    ImGuiDockContext* dc = &g.DockContext;
18314
18315
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(&g, root_id) : NULL;
18316
0
    if (root_id && root_node == NULL)
18317
0
        return;
18318
0
    bool has_central_node = false;
18319
18320
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18321
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18322
18323
    // Process active windows
18324
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18325
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18326
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18327
0
        {
18328
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18329
0
            if (want_removal)
18330
0
            {
18331
0
                if (node->IsCentralNode())
18332
0
                    has_central_node = true;
18333
0
                if (root_id != 0)
18334
0
                    DockContextQueueNotifyRemovedNode(&g, node);
18335
0
                if (root_node)
18336
0
                {
18337
0
                    DockNodeMoveWindows(root_node, node);
18338
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18339
0
                }
18340
0
                nodes_to_remove.push_back(node);
18341
0
            }
18342
0
        }
18343
18344
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18345
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18346
0
    if (root_node)
18347
0
    {
18348
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18349
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18350
0
    }
18351
18352
    // Apply to settings
18353
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18354
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18355
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18356
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18357
0
                {
18358
0
                    settings->DockId = root_id;
18359
0
                    break;
18360
0
                }
18361
18362
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18363
0
    if (nodes_to_remove.Size > 1)
18364
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18365
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18366
0
        DockContextRemoveNode(&g, nodes_to_remove[n], false);
18367
18368
0
    if (root_id == 0)
18369
0
    {
18370
0
        dc->Nodes.Clear();
18371
0
        dc->Requests.clear();
18372
0
    }
18373
0
    else if (has_central_node)
18374
0
    {
18375
0
        root_node->CentralNode = root_node;
18376
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18377
0
    }
18378
0
}
18379
18380
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18381
0
{
18382
    // Clear references in settings
18383
0
    ImGuiContext& g = *GImGui;
18384
0
    if (clear_settings_refs)
18385
0
    {
18386
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18387
0
        {
18388
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18389
0
            if (!want_removal && settings->DockId != 0)
18390
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(&g, settings->DockId))
18391
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18392
0
                        want_removal = true;
18393
0
            if (want_removal)
18394
0
                settings->DockId = 0;
18395
0
        }
18396
0
    }
18397
18398
    // Clear references in windows
18399
0
    for (int n = 0; n < g.Windows.Size; n++)
18400
0
    {
18401
0
        ImGuiWindow* window = g.Windows[n];
18402
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18403
0
        if (want_removal)
18404
0
        {
18405
0
            const ImGuiID backup_dock_id = window->DockId;
18406
0
            IM_UNUSED(backup_dock_id);
18407
0
            DockContextProcessUndockWindow(&g, window, clear_settings_refs);
18408
0
            if (!clear_settings_refs)
18409
0
                IM_ASSERT(window->DockId == backup_dock_id);
18410
0
        }
18411
0
    }
18412
0
}
18413
18414
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18415
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18416
// FIXME-DOCK: We are not exposing nor using split_outer.
18417
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18418
0
{
18419
0
    ImGuiContext& g = *GImGui;
18420
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18421
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18422
18423
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18424
0
    if (node == NULL)
18425
0
    {
18426
0
        IM_ASSERT(node != NULL);
18427
0
        return 0;
18428
0
    }
18429
18430
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18431
18432
0
    ImGuiDockRequest req;
18433
0
    req.Type = ImGuiDockRequestType_Split;
18434
0
    req.DockTargetWindow = NULL;
18435
0
    req.DockTargetNode = node;
18436
0
    req.DockPayload = NULL;
18437
0
    req.DockSplitDir = split_dir;
18438
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18439
0
    req.DockSplitOuter = false;
18440
0
    DockContextProcessDock(&g, &req);
18441
18442
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18443
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18444
0
    if (out_id_at_dir)
18445
0
        *out_id_at_dir = id_at_dir;
18446
0
    if (out_id_at_opposite_dir)
18447
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18448
0
    return id_at_dir;
18449
0
}
18450
18451
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18452
0
{
18453
0
    ImGuiContext& g = *GImGui;
18454
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18455
0
    dst_node->SharedFlags = src_node->SharedFlags;
18456
0
    dst_node->LocalFlags = src_node->LocalFlags;
18457
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18458
0
    dst_node->Pos = src_node->Pos;
18459
0
    dst_node->Size = src_node->Size;
18460
0
    dst_node->SizeRef = src_node->SizeRef;
18461
0
    dst_node->SplitAxis = src_node->SplitAxis;
18462
0
    dst_node->UpdateMergedFlags();
18463
18464
0
    out_node_remap_pairs->push_back(src_node->ID);
18465
0
    out_node_remap_pairs->push_back(dst_node->ID);
18466
18467
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18468
0
        if (src_node->ChildNodes[child_n])
18469
0
        {
18470
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18471
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18472
0
        }
18473
18474
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18475
0
    return dst_node;
18476
0
}
18477
18478
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18479
0
{
18480
0
    ImGuiContext& g = *GImGui;
18481
0
    IM_ASSERT(src_node_id != 0);
18482
0
    IM_ASSERT(dst_node_id != 0);
18483
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18484
18485
0
    DockBuilderRemoveNode(dst_node_id);
18486
18487
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(&g, src_node_id);
18488
0
    IM_ASSERT(src_node != NULL);
18489
18490
0
    out_node_remap_pairs->clear();
18491
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18492
18493
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18494
0
}
18495
18496
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18497
0
{
18498
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18499
0
    if (src_window == NULL)
18500
0
        return;
18501
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18502
0
    {
18503
0
        dst_window->Pos = src_window->Pos;
18504
0
        dst_window->Size = src_window->Size;
18505
0
        dst_window->SizeFull = src_window->SizeFull;
18506
0
        dst_window->Collapsed = src_window->Collapsed;
18507
0
    }
18508
0
    else
18509
0
    {
18510
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18511
0
        if (!dst_settings)
18512
0
            dst_settings = CreateNewWindowSettings(dst_name);
18513
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18514
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18515
0
        {
18516
0
            dst_settings->ViewportPos = window_pos_2ih;
18517
0
            dst_settings->ViewportId = src_window->ViewportId;
18518
0
            dst_settings->Pos = ImVec2ih(0, 0);
18519
0
        }
18520
0
        else
18521
0
        {
18522
0
            dst_settings->Pos = window_pos_2ih;
18523
0
        }
18524
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18525
0
        dst_settings->Collapsed = src_window->Collapsed;
18526
0
    }
18527
0
}
18528
18529
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18530
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18531
0
{
18532
0
    ImGuiContext& g = *GImGui;
18533
0
    IM_ASSERT(src_dockspace_id != 0);
18534
0
    IM_ASSERT(dst_dockspace_id != 0);
18535
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18536
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18537
18538
    // Duplicate entire dock
18539
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18540
    // whereas we could attempt to at least keep them together in a new, same floating node.
18541
0
    ImVector<ImGuiID> node_remap_pairs;
18542
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18543
18544
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18545
    // (The windows associated to src_dockspace_id are staying in place)
18546
0
    ImVector<ImGuiID> src_windows;
18547
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18548
0
    {
18549
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18550
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18551
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18552
0
        src_windows.push_back(src_window_id);
18553
18554
        // Search in the remapping tables
18555
0
        ImGuiID src_dock_id = 0;
18556
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18557
0
            src_dock_id = src_window->DockId;
18558
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18559
0
            src_dock_id = src_window_settings->DockId;
18560
0
        ImGuiID dst_dock_id = 0;
18561
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18562
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18563
0
            {
18564
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18565
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18566
0
                break;
18567
0
            }
18568
18569
0
        if (dst_dock_id != 0)
18570
0
        {
18571
            // Docked windows gets redocked into the new node hierarchy.
18572
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18573
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18574
0
        }
18575
0
        else
18576
0
        {
18577
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18578
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18579
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18580
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18581
0
        }
18582
0
    }
18583
18584
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18585
    // Find those windows and move to them to the cloned dock node. This may be optional?
18586
    // Dock those are a second step as undocking would invalidate source dock nodes.
18587
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18588
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18589
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18590
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18591
0
        {
18592
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18593
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18594
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18595
0
            {
18596
0
                ImGuiWindow* window = node->Windows[window_n];
18597
0
                if (src_windows.contains(window->ID))
18598
0
                    continue;
18599
18600
                // Docked windows gets redocked into the new node hierarchy.
18601
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18602
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18603
0
            }
18604
0
        }
18605
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18606
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18607
0
}
18608
18609
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18610
void ImGui::DockBuilderFinish(ImGuiID root_id)
18611
0
{
18612
0
    ImGuiContext& g = *GImGui;
18613
    //DockContextRebuild(&g);
18614
0
    DockContextBuildAddWindowsToNodes(&g, root_id);
18615
0
}
18616
18617
//-----------------------------------------------------------------------------
18618
// Docking: Begin/End Support Functions (called from Begin/End)
18619
//-----------------------------------------------------------------------------
18620
// - GetWindowAlwaysWantOwnTabBar()
18621
// - DockContextBindNodeToWindow()
18622
// - BeginDocked()
18623
// - BeginDockableDragDropSource()
18624
// - BeginDockableDragDropTarget()
18625
//-----------------------------------------------------------------------------
18626
18627
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18628
133k
{
18629
133k
    ImGuiContext& g = *GImGui;
18630
133k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18631
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18632
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18633
0
                return true;
18634
133k
    return false;
18635
133k
}
18636
18637
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18638
0
{
18639
0
    ImGuiContext& g = *ctx;
18640
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18641
0
    IM_ASSERT(window->DockNode == NULL);
18642
18643
    // We should not be docking into a split node (SetWindowDock should avoid this)
18644
0
    if (node && node->IsSplitNode())
18645
0
    {
18646
0
        DockContextProcessUndockWindow(ctx, window);
18647
0
        return NULL;
18648
0
    }
18649
18650
    // Create node
18651
0
    if (node == NULL)
18652
0
    {
18653
0
        node = DockContextAddNode(ctx, window->DockId);
18654
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18655
0
        node->LastFrameAlive = g.FrameCount;
18656
0
    }
18657
18658
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18659
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18660
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18661
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18662
0
    if (!node->IsVisible)
18663
0
    {
18664
0
        ImGuiDockNode* ancestor_node = node;
18665
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18666
0
            ancestor_node = ancestor_node->ParentNode;
18667
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18668
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18669
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18670
0
    }
18671
18672
    // Add window to node
18673
0
    bool node_was_visible = node->IsVisible;
18674
0
    DockNodeAddWindow(node, window, true);
18675
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18676
0
    IM_ASSERT(node == window->DockNode);
18677
0
    return node;
18678
0
}
18679
18680
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18681
0
{
18682
0
    ImGuiContext& g = *GImGui;
18683
18684
    // Clear fields ahead so most early-out paths don't have to do it
18685
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18686
18687
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18688
0
    if (auto_dock_node)
18689
0
    {
18690
0
        if (window->DockId == 0)
18691
0
        {
18692
0
            IM_ASSERT(window->DockNode == NULL);
18693
0
            window->DockId = DockContextGenNodeID(&g);
18694
0
        }
18695
0
    }
18696
0
    else
18697
0
    {
18698
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18699
0
        bool want_undock = false;
18700
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18701
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18702
0
        if (want_undock)
18703
0
        {
18704
0
            DockContextProcessUndockWindow(&g, window);
18705
0
            return;
18706
0
        }
18707
0
    }
18708
18709
    // Bind to our dock node
18710
0
    ImGuiDockNode* node = window->DockNode;
18711
0
    if (node != NULL)
18712
0
        IM_ASSERT(window->DockId == node->ID);
18713
0
    if (window->DockId != 0 && node == NULL)
18714
0
    {
18715
0
        node = DockContextBindNodeToWindow(&g, window);
18716
0
        if (node == NULL)
18717
0
            return;
18718
0
    }
18719
18720
#if 0
18721
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18722
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18723
    {
18724
        DockContextProcessUndockWindow(ctx, window);
18725
        return;
18726
    }
18727
#endif
18728
18729
    // Undock if our dockspace node disappeared
18730
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18731
0
    if (node->LastFrameAlive < g.FrameCount)
18732
0
    {
18733
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18734
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18735
0
        if (root_node->LastFrameAlive < g.FrameCount)
18736
0
            DockContextProcessUndockWindow(&g, window);
18737
0
        else
18738
0
            window->DockIsActive = true;
18739
0
        return;
18740
0
    }
18741
18742
    // Store style overrides
18743
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18744
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18745
18746
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18747
    // and never create neither a host window neither a tab bar.
18748
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18749
0
    if (node->HostWindow == NULL)
18750
0
    {
18751
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18752
0
            window->DockIsActive = true;
18753
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18754
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18755
0
        return;
18756
0
    }
18757
18758
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18759
0
    IM_ASSERT(node->HostWindow);
18760
0
    IM_ASSERT(node->IsLeafNode());
18761
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18762
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18763
18764
    // Undock if we are submitted earlier than the host window
18765
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18766
0
    {
18767
0
        DockContextProcessUndockWindow(&g, window);
18768
0
        return;
18769
0
    }
18770
18771
    // Position/Size window
18772
0
    SetNextWindowPos(node->Pos);
18773
0
    SetNextWindowSize(node->Size);
18774
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18775
0
    window->DockIsActive = true;
18776
0
    window->DockNodeIsVisible = true;
18777
0
    window->DockTabIsVisible = false;
18778
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18779
0
        return;
18780
18781
    // When the window is selected we mark it as visible.
18782
0
    if (node->VisibleWindow == window)
18783
0
        window->DockTabIsVisible = true;
18784
18785
    // Update window flag
18786
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18787
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
18788
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
18789
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18790
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18791
0
    else
18792
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18793
18794
    // Save new dock order only if the window has been visible once already
18795
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18796
0
    if (node->TabBar && window->WasActive)
18797
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18798
18799
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18800
0
        *p_open = false;
18801
18802
    // Update ChildId to allow returning from Child to Parent with Escape
18803
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18804
0
    window->ChildId = parent_window->GetID(window->Name);
18805
0
}
18806
18807
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18808
246
{
18809
246
    ImGuiContext& g = *GImGui;
18810
246
    IM_ASSERT(g.ActiveId == window->MoveId);
18811
246
    IM_ASSERT(g.MovingWindow == window);
18812
246
    IM_ASSERT(g.CurrentWindow == window);
18813
18814
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18815
246
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18816
0
    {
18817
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18818
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18819
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18820
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18821
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18822
0
        return;
18823
0
    }
18824
18825
246
    g.LastItemData.ID = window->MoveId;
18826
246
    window = window->RootWindowDockTree;
18827
246
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18828
246
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18829
246
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18830
43
    {
18831
43
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18832
43
        EndDragDropSource();
18833
18834
        // Store style overrides
18835
301
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18836
258
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18837
43
    }
18838
246
}
18839
18840
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18841
81
{
18842
81
    ImGuiContext& g = *GImGui;
18843
18844
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18845
81
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18846
81
    if (!g.DragDropActive)
18847
0
        return;
18848
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18849
81
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18850
77
        return;
18851
18852
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18853
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18854
4
    const ImGuiPayload* payload = &g.DragDropPayload;
18855
4
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18856
0
    {
18857
0
        EndDragDropTarget();
18858
0
        return;
18859
0
    }
18860
18861
4
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18862
4
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18863
4
    {
18864
        // Select target node
18865
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18866
4
        bool dock_into_floating_window = false;
18867
4
        ImGuiDockNode* node = NULL;
18868
4
        if (window->DockNodeAsHost)
18869
0
        {
18870
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18871
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18872
18873
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18874
            // In this case we need to fallback into any leaf mode, possibly the central node.
18875
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18876
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18877
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18878
0
        }
18879
4
        else
18880
4
        {
18881
4
            if (window->DockNode)
18882
0
                node = window->DockNode;
18883
4
            else
18884
4
                dock_into_floating_window = true; // Dock into a regular window
18885
4
        }
18886
18887
4
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18888
4
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18889
18890
        // Preview docking request and find out split direction/ratio
18891
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18892
4
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18893
4
        if (do_preview && (node != NULL || dock_into_floating_window))
18894
0
        {
18895
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18896
0
            ImGuiDockPreviewData split_inner;
18897
0
            ImGuiDockPreviewData split_outer;
18898
0
            ImGuiDockPreviewData* split_data = &split_inner;
18899
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18900
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18901
0
                {
18902
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18903
0
                    if (split_outer.IsSplitDirExplicit)
18904
0
                        split_data = &split_outer;
18905
0
                }
18906
0
            if (!node || node->IsLeafNode())
18907
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18908
0
            if (split_data == &split_outer)
18909
0
                split_inner.IsDropAllowed = false;
18910
18911
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18912
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18913
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18914
18915
            // Queue docking request
18916
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18917
0
                DockContextQueueDock(&g, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18918
0
        }
18919
4
    }
18920
4
    EndDragDropTarget();
18921
4
}
18922
18923
//-----------------------------------------------------------------------------
18924
// Docking: Settings
18925
//-----------------------------------------------------------------------------
18926
// - DockSettingsRenameNodeReferences()
18927
// - DockSettingsRemoveNodeReferences()
18928
// - DockSettingsFindNodeSettings()
18929
// - DockSettingsHandler_ApplyAll()
18930
// - DockSettingsHandler_ReadOpen()
18931
// - DockSettingsHandler_ReadLine()
18932
// - DockSettingsHandler_DockNodeToSettings()
18933
// - DockSettingsHandler_WriteAll()
18934
//-----------------------------------------------------------------------------
18935
18936
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18937
0
{
18938
0
    ImGuiContext& g = *GImGui;
18939
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18940
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18941
0
    {
18942
0
        ImGuiWindow* window = g.Windows[window_n];
18943
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18944
0
            window->DockId = new_node_id;
18945
0
    }
18946
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18947
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18948
0
        if (settings->DockId == old_node_id)
18949
0
            settings->DockId = new_node_id;
18950
0
}
18951
18952
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18953
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18954
0
{
18955
0
    ImGuiContext& g = *GImGui;
18956
0
    int found = 0;
18957
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18958
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18959
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18960
0
            if (settings->DockId == node_ids[node_n])
18961
0
            {
18962
0
                settings->DockId = 0;
18963
0
                settings->DockOrder = -1;
18964
0
                if (++found < node_ids_count)
18965
0
                    break;
18966
0
                return;
18967
0
            }
18968
0
}
18969
18970
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18971
0
{
18972
    // FIXME-OPT
18973
0
    ImGuiDockContext* dc = &ctx->DockContext;
18974
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18975
0
        if (dc->NodesSettings[n].ID == id)
18976
0
            return &dc->NodesSettings[n];
18977
0
    return NULL;
18978
0
}
18979
18980
// Clear settings data
18981
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18982
0
{
18983
0
    ImGuiDockContext* dc = &ctx->DockContext;
18984
0
    dc->NodesSettings.clear();
18985
0
    DockContextClearNodes(ctx, 0, true);
18986
0
}
18987
18988
// Recreate nodes based on settings data
18989
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18990
0
{
18991
    // Prune settings at boot time only
18992
0
    ImGuiDockContext* dc = &ctx->DockContext;
18993
0
    if (ctx->Windows.Size == 0)
18994
0
        DockContextPruneUnusedSettingsNodes(ctx);
18995
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18996
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18997
0
}
18998
18999
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19000
0
{
19001
0
    if (strcmp(name, "Data") != 0)
19002
0
        return NULL;
19003
0
    return (void*)1;
19004
0
}
19005
19006
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19007
0
{
19008
0
    char c = 0;
19009
0
    int x = 0, y = 0;
19010
0
    int r = 0;
19011
19012
    // Parsing, e.g.
19013
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19014
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19015
    // Important: this code expect currently fields in a fixed order.
19016
0
    ImGuiDockNodeSettings node;
19017
0
    line = ImStrSkipBlank(line);
19018
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19019
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19020
0
    else return;
19021
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19022
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19023
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19024
0
    if (node.ParentNodeId == 0)
19025
0
    {
19026
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19027
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19028
0
    }
19029
0
    else
19030
0
    {
19031
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19032
0
    }
19033
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19034
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19035
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19036
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19037
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19038
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19039
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19040
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19041
0
    if (node.ParentNodeId != 0)
19042
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19043
0
            node.Depth = parent_settings->Depth + 1;
19044
0
    ctx->DockContext.NodesSettings.push_back(node);
19045
0
}
19046
19047
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19048
0
{
19049
0
    ImGuiDockNodeSettings node_settings;
19050
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19051
0
    node_settings.ID = node->ID;
19052
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19053
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19054
0
    node_settings.SelectedTabId = node->SelectedTabId;
19055
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19056
0
    node_settings.Depth = (char)depth;
19057
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19058
0
    node_settings.Pos = ImVec2ih(node->Pos);
19059
0
    node_settings.Size = ImVec2ih(node->Size);
19060
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19061
0
    dc->NodesSettings.push_back(node_settings);
19062
0
    if (node->ChildNodes[0])
19063
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19064
0
    if (node->ChildNodes[1])
19065
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19066
0
}
19067
19068
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19069
0
{
19070
0
    ImGuiContext& g = *ctx;
19071
0
    ImGuiDockContext* dc = &ctx->DockContext;
19072
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19073
0
        return;
19074
19075
    // Gather settings data
19076
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19077
0
    dc->NodesSettings.resize(0);
19078
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19079
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19080
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19081
0
            if (node->IsRootNode())
19082
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19083
19084
0
    int max_depth = 0;
19085
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19086
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19087
19088
    // Write to text buffer
19089
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19090
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19091
0
    {
19092
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19093
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19094
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19095
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19096
0
        if (node_settings->ParentNodeId)
19097
0
        {
19098
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19099
0
        }
19100
0
        else
19101
0
        {
19102
0
            if (node_settings->ParentWindowId)
19103
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19104
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19105
0
        }
19106
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19107
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19108
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19109
0
            buf->appendf(" NoResize=1");
19110
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19111
0
            buf->appendf(" CentralNode=1");
19112
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19113
0
            buf->appendf(" NoTabBar=1");
19114
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19115
0
            buf->appendf(" HiddenTabBar=1");
19116
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19117
0
            buf->appendf(" NoWindowMenuButton=1");
19118
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19119
0
            buf->appendf(" NoCloseButton=1");
19120
0
        if (node_settings->SelectedTabId)
19121
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19122
19123
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19124
0
        if (g.IO.ConfigDebugIniSettings)
19125
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19126
0
            {
19127
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19128
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19129
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19130
                // Iterate settings so we can give info about windows that didn't exist during the session.
19131
0
                int contains_window = 0;
19132
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19133
0
                    if (settings->DockId == node_settings->ID)
19134
0
                    {
19135
0
                        if (contains_window++ == 0)
19136
0
                            buf->appendf(" ; contains ");
19137
0
                        buf->appendf("'%s' ", settings->GetName());
19138
0
                    }
19139
0
            }
19140
19141
0
        buf->appendf("\n");
19142
0
    }
19143
0
    buf->appendf("\n");
19144
0
}
19145
19146
19147
//-----------------------------------------------------------------------------
19148
// [SECTION] PLATFORM DEPENDENT HELPERS
19149
//-----------------------------------------------------------------------------
19150
19151
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19152
19153
#ifdef _MSC_VER
19154
#pragma comment(lib, "user32")
19155
#pragma comment(lib, "kernel32")
19156
#endif
19157
19158
// Win32 clipboard implementation
19159
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19160
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19161
{
19162
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19163
    g.ClipboardHandlerData.clear();
19164
    if (!::OpenClipboard(NULL))
19165
        return NULL;
19166
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19167
    if (wbuf_handle == NULL)
19168
    {
19169
        ::CloseClipboard();
19170
        return NULL;
19171
    }
19172
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19173
    {
19174
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19175
        g.ClipboardHandlerData.resize(buf_len);
19176
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19177
    }
19178
    ::GlobalUnlock(wbuf_handle);
19179
    ::CloseClipboard();
19180
    return g.ClipboardHandlerData.Data;
19181
}
19182
19183
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19184
{
19185
    if (!::OpenClipboard(NULL))
19186
        return;
19187
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19188
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19189
    if (wbuf_handle == NULL)
19190
    {
19191
        ::CloseClipboard();
19192
        return;
19193
    }
19194
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19195
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19196
    ::GlobalUnlock(wbuf_handle);
19197
    ::EmptyClipboard();
19198
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19199
        ::GlobalFree(wbuf_handle);
19200
    ::CloseClipboard();
19201
}
19202
19203
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19204
19205
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19206
static PasteboardRef main_clipboard = 0;
19207
19208
// OSX clipboard implementation
19209
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19210
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19211
{
19212
    if (!main_clipboard)
19213
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19214
    PasteboardClear(main_clipboard);
19215
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19216
    if (cf_data)
19217
    {
19218
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19219
        CFRelease(cf_data);
19220
    }
19221
}
19222
19223
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19224
{
19225
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19226
    if (!main_clipboard)
19227
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19228
    PasteboardSynchronize(main_clipboard);
19229
19230
    ItemCount item_count = 0;
19231
    PasteboardGetItemCount(main_clipboard, &item_count);
19232
    for (ItemCount i = 0; i < item_count; i++)
19233
    {
19234
        PasteboardItemID item_id = 0;
19235
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19236
        CFArrayRef flavor_type_array = 0;
19237
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19238
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19239
        {
19240
            CFDataRef cf_data;
19241
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19242
            {
19243
                g.ClipboardHandlerData.clear();
19244
                int length = (int)CFDataGetLength(cf_data);
19245
                g.ClipboardHandlerData.resize(length + 1);
19246
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19247
                g.ClipboardHandlerData[length] = 0;
19248
                CFRelease(cf_data);
19249
                return g.ClipboardHandlerData.Data;
19250
            }
19251
        }
19252
    }
19253
    return NULL;
19254
}
19255
19256
#else
19257
19258
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19259
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19260
0
{
19261
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19262
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19263
0
}
19264
19265
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19266
0
{
19267
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19268
0
    g.ClipboardHandlerData.clear();
19269
0
    const char* text_end = text + strlen(text);
19270
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19271
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19272
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19273
0
}
19274
19275
#endif
19276
19277
// Win32 API IME support (for Asian languages, etc.)
19278
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19279
19280
#include <imm.h>
19281
#ifdef _MSC_VER
19282
#pragma comment(lib, "imm32")
19283
#endif
19284
19285
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19286
{
19287
    // Notify OS Input Method Editor of text input position
19288
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19289
    if (hwnd == 0)
19290
        return;
19291
19292
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19293
    if (HIMC himc = ::ImmGetContext(hwnd))
19294
    {
19295
        COMPOSITIONFORM composition_form = {};
19296
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19297
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19298
        composition_form.dwStyle = CFS_FORCE_POSITION;
19299
        ::ImmSetCompositionWindow(himc, &composition_form);
19300
        CANDIDATEFORM candidate_form = {};
19301
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19302
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19303
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19304
        ::ImmSetCandidateWindow(himc, &candidate_form);
19305
        ::ImmReleaseContext(hwnd, himc);
19306
    }
19307
}
19308
19309
#else
19310
19311
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19312
19313
#endif
19314
19315
//-----------------------------------------------------------------------------
19316
// [SECTION] METRICS/DEBUGGER WINDOW
19317
//-----------------------------------------------------------------------------
19318
// - RenderViewportThumbnail() [Internal]
19319
// - RenderViewportsThumbnails() [Internal]
19320
// - DebugTextEncoding()
19321
// - MetricsHelpMarker() [Internal]
19322
// - ShowFontAtlas() [Internal]
19323
// - ShowMetricsWindow()
19324
// - DebugNodeColumns() [Internal]
19325
// - DebugNodeDockNode() [Internal]
19326
// - DebugNodeDrawList() [Internal]
19327
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19328
// - DebugNodeFont() [Internal]
19329
// - DebugNodeFontGlyph() [Internal]
19330
// - DebugNodeStorage() [Internal]
19331
// - DebugNodeTabBar() [Internal]
19332
// - DebugNodeViewport() [Internal]
19333
// - DebugNodeWindow() [Internal]
19334
// - DebugNodeWindowSettings() [Internal]
19335
// - DebugNodeWindowsList() [Internal]
19336
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19337
//-----------------------------------------------------------------------------
19338
19339
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19340
19341
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19342
0
{
19343
0
    ImGuiContext& g = *GImGui;
19344
0
    ImGuiWindow* window = g.CurrentWindow;
19345
19346
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19347
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19348
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19349
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19350
0
    for (ImGuiWindow* thumb_window : g.Windows)
19351
0
    {
19352
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19353
0
            continue;
19354
0
        if (thumb_window->Viewport != viewport)
19355
0
            continue;
19356
19357
0
        ImRect thumb_r = thumb_window->Rect();
19358
0
        ImRect title_r = thumb_window->TitleBarRect();
19359
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19360
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19361
0
        thumb_r.ClipWithFull(bb);
19362
0
        title_r.ClipWithFull(bb);
19363
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19364
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19365
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19366
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19367
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19368
0
    }
19369
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19370
0
}
19371
19372
static void RenderViewportsThumbnails()
19373
0
{
19374
0
    ImGuiContext& g = *GImGui;
19375
0
    ImGuiWindow* window = g.CurrentWindow;
19376
19377
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19378
0
    float SCALE = 1.0f / 8.0f;
19379
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19380
0
    for (ImGuiViewportP* viewport : g.Viewports)
19381
0
        bb_full.Add(viewport->GetMainRect());
19382
0
    ImVec2 p = window->DC.CursorPos;
19383
0
    ImVec2 off = p - bb_full.Min * SCALE;
19384
0
    for (ImGuiViewportP* viewport : g.Viewports)
19385
0
    {
19386
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19387
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19388
0
    }
19389
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19390
0
}
19391
19392
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19393
0
{
19394
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19395
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19396
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19397
0
}
19398
19399
// Draw an arbitrary US keyboard layout to visualize translated keys
19400
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19401
0
{
19402
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19403
0
    const float  key_rounding = 3.0f;
19404
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19405
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19406
0
    const float  key_face_rounding = 2.0f;
19407
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19408
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19409
0
    const float  key_row_offset = 9.0f;
19410
19411
0
    ImVec2 board_min = GetCursorScreenPos();
19412
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19413
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19414
19415
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19416
0
    const KeyLayoutData keys_to_display[] =
19417
0
    {
19418
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19419
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19420
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19421
0
    };
19422
19423
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19424
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19425
0
    Dummy(board_max - board_min);
19426
0
    if (!IsItemVisible())
19427
0
        return;
19428
0
    draw_list->PushClipRect(board_min, board_max, true);
19429
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19430
0
    {
19431
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19432
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19433
0
        ImVec2 key_max = key_min + key_size;
19434
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19435
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19436
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19437
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19438
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19439
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19440
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19441
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19442
0
        if (IsKeyDown(key_data->Key))
19443
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19444
0
    }
19445
0
    draw_list->PopClipRect();
19446
0
}
19447
19448
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19449
void ImGui::DebugTextEncoding(const char* str)
19450
0
{
19451
0
    Text("Text: \"%s\"", str);
19452
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19453
0
        return;
19454
0
    TableSetupColumn("Offset");
19455
0
    TableSetupColumn("UTF-8");
19456
0
    TableSetupColumn("Glyph");
19457
0
    TableSetupColumn("Codepoint");
19458
0
    TableHeadersRow();
19459
0
    for (const char* p = str; *p != 0; )
19460
0
    {
19461
0
        unsigned int c;
19462
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19463
0
        TableNextColumn();
19464
0
        Text("%d", (int)(p - str));
19465
0
        TableNextColumn();
19466
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19467
0
        {
19468
0
            if (byte_index > 0)
19469
0
                SameLine();
19470
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19471
0
        }
19472
0
        TableNextColumn();
19473
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19474
0
            TextUnformatted(p, p + c_utf8_len);
19475
0
        else
19476
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19477
0
        TableNextColumn();
19478
0
        Text("U+%04X", (int)c);
19479
0
        p += c_utf8_len;
19480
0
    }
19481
0
    EndTable();
19482
0
}
19483
19484
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19485
static void MetricsHelpMarker(const char* desc)
19486
0
{
19487
0
    ImGui::TextDisabled("(?)");
19488
0
    if (ImGui::BeginItemTooltip())
19489
0
    {
19490
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19491
0
        ImGui::TextUnformatted(desc);
19492
0
        ImGui::PopTextWrapPos();
19493
0
        ImGui::EndTooltip();
19494
0
    }
19495
0
}
19496
19497
// [DEBUG] List fonts in a font atlas and display its texture
19498
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19499
0
{
19500
0
    for (ImFont* font : atlas->Fonts)
19501
0
    {
19502
0
        PushID(font);
19503
0
        DebugNodeFont(font);
19504
0
        PopID();
19505
0
    }
19506
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19507
0
    {
19508
0
        ImGuiContext& g = *GImGui;
19509
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19510
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19511
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19512
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19513
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19514
0
        TreePop();
19515
0
    }
19516
0
}
19517
19518
void ImGui::ShowMetricsWindow(bool* p_open)
19519
0
{
19520
0
    ImGuiContext& g = *GImGui;
19521
0
    ImGuiIO& io = g.IO;
19522
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19523
0
    if (cfg->ShowDebugLog)
19524
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19525
0
    if (cfg->ShowIDStackTool)
19526
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19527
19528
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19529
0
    {
19530
0
        End();
19531
0
        return;
19532
0
    }
19533
19534
    // Basic info
19535
0
    Text("Dear ImGui %s", GetVersion());
19536
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19537
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19538
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19539
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19540
19541
0
    Separator();
19542
19543
    // Debugging enums
19544
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19545
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19546
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19547
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19548
0
    if (cfg->ShowWindowsRectsType < 0)
19549
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19550
0
    if (cfg->ShowTablesRectsType < 0)
19551
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19552
19553
0
    struct Funcs
19554
0
    {
19555
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19556
0
        {
19557
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19558
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19559
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19560
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19561
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19562
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19563
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19564
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19565
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19566
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19567
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19568
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19569
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19570
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19571
0
            IM_ASSERT(0);
19572
0
            return ImRect();
19573
0
        }
19574
19575
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19576
0
        {
19577
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19578
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19579
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19580
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19581
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19582
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19583
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19584
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19585
0
            IM_ASSERT(0);
19586
0
            return ImRect();
19587
0
        }
19588
0
    };
19589
19590
    // Tools
19591
0
    if (TreeNode("Tools"))
19592
0
    {
19593
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19594
0
        SameLine();
19595
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19596
0
        if (show_encoding_viewer)
19597
0
        {
19598
0
            static char buf[100] = "";
19599
0
            SetNextItemWidth(-FLT_MIN);
19600
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19601
0
            if (buf[0] != 0)
19602
0
                DebugTextEncoding(buf);
19603
0
            TreePop();
19604
0
        }
19605
19606
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19607
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19608
0
            DebugStartItemPicker();
19609
0
        SameLine();
19610
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19611
19612
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19613
0
        SameLine();
19614
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19615
19616
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19617
0
        SameLine();
19618
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19619
19620
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19621
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19622
0
        SameLine();
19623
0
        SetNextItemWidth(GetFontSize() * 12);
19624
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19625
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19626
0
        {
19627
0
            BulletText("'%s':", g.NavWindow->Name);
19628
0
            Indent();
19629
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19630
0
            {
19631
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19632
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19633
0
            }
19634
0
            Unindent();
19635
0
        }
19636
19637
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19638
0
        SameLine();
19639
0
        SetNextItemWidth(GetFontSize() * 12);
19640
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19641
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19642
0
        {
19643
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19644
0
            {
19645
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19646
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19647
0
                    continue;
19648
19649
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19650
0
                if (IsItemHovered())
19651
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19652
0
                Indent();
19653
0
                char buf[128];
19654
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19655
0
                {
19656
0
                    if (rect_n >= TRT_ColumnsRect)
19657
0
                    {
19658
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19659
0
                            continue;
19660
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19661
0
                        {
19662
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19663
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19664
0
                            Selectable(buf);
19665
0
                            if (IsItemHovered())
19666
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19667
0
                        }
19668
0
                    }
19669
0
                    else
19670
0
                    {
19671
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19672
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19673
0
                        Selectable(buf);
19674
0
                        if (IsItemHovered())
19675
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19676
0
                    }
19677
0
                }
19678
0
                Unindent();
19679
0
            }
19680
0
        }
19681
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19682
19683
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19684
0
        SameLine();
19685
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19686
19687
0
        TreePop();
19688
0
    }
19689
19690
    // Windows
19691
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19692
0
    {
19693
        //SetNextItemOpen(true, ImGuiCond_Once);
19694
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19695
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19696
0
        if (TreeNode("By submission order (begin stack)"))
19697
0
        {
19698
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19699
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19700
0
            temp_buffer.resize(0);
19701
0
            for (ImGuiWindow* window : g.Windows)
19702
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19703
0
                    temp_buffer.push_back(window);
19704
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19705
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19706
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19707
0
            TreePop();
19708
0
        }
19709
19710
0
        TreePop();
19711
0
    }
19712
19713
    // DrawLists
19714
0
    int drawlist_count = 0;
19715
0
    for (ImGuiViewportP* viewport : g.Viewports)
19716
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19717
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19718
0
    {
19719
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19720
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19721
0
        for (ImGuiViewportP* viewport : g.Viewports)
19722
0
        {
19723
0
            bool viewport_has_drawlist = false;
19724
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19725
0
            {
19726
0
                if (!viewport_has_drawlist)
19727
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19728
0
                viewport_has_drawlist = true;
19729
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19730
0
            }
19731
0
        }
19732
0
        TreePop();
19733
0
    }
19734
19735
    // Viewports
19736
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19737
0
    {
19738
0
        Indent(GetTreeNodeToLabelSpacing());
19739
0
        RenderViewportsThumbnails();
19740
0
        Unindent(GetTreeNodeToLabelSpacing());
19741
19742
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19743
0
        SameLine();
19744
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19745
0
        if (open)
19746
0
        {
19747
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19748
0
            {
19749
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19750
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19751
0
                    i, mon.DpiScale * 100.0f,
19752
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19753
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19754
0
            }
19755
0
            TreePop();
19756
0
        }
19757
19758
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19759
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19760
0
        {
19761
0
            static ImVector<ImGuiViewportP*> viewports;
19762
0
            viewports.resize(g.Viewports.Size);
19763
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19764
0
            if (viewports.Size > 1)
19765
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19766
0
            for (ImGuiViewportP* viewport : viewports)
19767
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19768
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19769
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19770
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19771
0
            TreePop();
19772
0
        }
19773
0
        for (ImGuiViewportP* viewport : g.Viewports)
19774
0
            DebugNodeViewport(viewport);
19775
0
        TreePop();
19776
0
    }
19777
19778
    // Details for Popups
19779
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19780
0
    {
19781
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19782
0
        {
19783
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19784
0
            ImGuiWindow* window = popup_data.Window;
19785
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19786
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19787
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19788
0
        }
19789
0
        TreePop();
19790
0
    }
19791
19792
    // Details for TabBars
19793
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19794
0
    {
19795
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19796
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19797
0
            {
19798
0
                PushID(tab_bar);
19799
0
                DebugNodeTabBar(tab_bar, "TabBar");
19800
0
                PopID();
19801
0
            }
19802
0
        TreePop();
19803
0
    }
19804
19805
    // Details for Tables
19806
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19807
0
    {
19808
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19809
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19810
0
                DebugNodeTable(table);
19811
0
        TreePop();
19812
0
    }
19813
19814
    // Details for Fonts
19815
0
    ImFontAtlas* atlas = g.IO.Fonts;
19816
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19817
0
    {
19818
0
        ShowFontAtlas(atlas);
19819
0
        TreePop();
19820
0
    }
19821
19822
    // Details for InputText
19823
0
    if (TreeNode("InputText"))
19824
0
    {
19825
0
        DebugNodeInputTextState(&g.InputTextState);
19826
0
        TreePop();
19827
0
    }
19828
19829
    // Details for TypingSelect
19830
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19831
0
    {
19832
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19833
0
        TreePop();
19834
0
    }
19835
19836
    // Details for Docking
19837
0
#ifdef IMGUI_HAS_DOCK
19838
0
    if (TreeNode("Docking"))
19839
0
    {
19840
0
        static bool root_nodes_only = true;
19841
0
        ImGuiDockContext* dc = &g.DockContext;
19842
0
        Checkbox("List root nodes", &root_nodes_only);
19843
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19844
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19845
0
        SameLine();
19846
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19847
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19848
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19849
0
                if (!root_nodes_only || node->IsRootNode())
19850
0
                    DebugNodeDockNode(node, "Node");
19851
0
        TreePop();
19852
0
    }
19853
0
#endif // #ifdef IMGUI_HAS_DOCK
19854
19855
    // Settings
19856
0
    if (TreeNode("Settings"))
19857
0
    {
19858
0
        if (SmallButton("Clear"))
19859
0
            ClearIniSettings();
19860
0
        SameLine();
19861
0
        if (SmallButton("Save to memory"))
19862
0
            SaveIniSettingsToMemory();
19863
0
        SameLine();
19864
0
        if (SmallButton("Save to disk"))
19865
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19866
0
        SameLine();
19867
0
        if (g.IO.IniFilename)
19868
0
            Text("\"%s\"", g.IO.IniFilename);
19869
0
        else
19870
0
            TextUnformatted("<NULL>");
19871
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19872
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19873
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19874
0
        {
19875
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19876
0
                BulletText("\"%s\"", handler.TypeName);
19877
0
            TreePop();
19878
0
        }
19879
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19880
0
        {
19881
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19882
0
                DebugNodeWindowSettings(settings);
19883
0
            TreePop();
19884
0
        }
19885
19886
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19887
0
        {
19888
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19889
0
                DebugNodeTableSettings(settings);
19890
0
            TreePop();
19891
0
        }
19892
19893
0
#ifdef IMGUI_HAS_DOCK
19894
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19895
0
        {
19896
0
            ImGuiDockContext* dc = &g.DockContext;
19897
0
            Text("In SettingsWindows:");
19898
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19899
0
                if (settings->DockId != 0)
19900
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19901
0
            Text("In SettingsNodes:");
19902
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19903
0
            {
19904
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19905
0
                const char* selected_tab_name = NULL;
19906
0
                if (settings->SelectedTabId)
19907
0
                {
19908
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19909
0
                        selected_tab_name = window->Name;
19910
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19911
0
                        selected_tab_name = window_settings->GetName();
19912
0
                }
19913
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19914
0
            }
19915
0
            TreePop();
19916
0
        }
19917
0
#endif // #ifdef IMGUI_HAS_DOCK
19918
19919
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19920
0
        {
19921
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19922
0
            TreePop();
19923
0
        }
19924
0
        TreePop();
19925
0
    }
19926
19927
    // Settings
19928
0
    if (TreeNode("Memory allocations"))
19929
0
    {
19930
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19931
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19932
0
        Text("Recent frames with allocations:");
19933
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19934
0
        for (int n = buf_size - 1; n >= 0; n--)
19935
0
        {
19936
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19937
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19938
0
        }
19939
0
        TreePop();
19940
0
    }
19941
19942
0
    if (TreeNode("Inputs"))
19943
0
    {
19944
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19945
0
        {
19946
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19947
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19948
0
            Indent();
19949
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19950
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19951
#else
19952
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19953
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19954
#endif
19955
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19956
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19957
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19958
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19959
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19960
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19961
0
            Unindent();
19962
0
        }
19963
19964
0
        Text("MOUSE STATE");
19965
0
        {
19966
0
            Indent();
19967
0
            if (IsMousePosValid())
19968
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19969
0
            else
19970
0
                Text("Mouse pos: <INVALID>");
19971
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19972
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19973
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19974
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19975
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19976
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19977
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19978
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19979
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19980
0
            Unindent();
19981
0
        }
19982
19983
0
        Text("MOUSE WHEELING");
19984
0
        {
19985
0
            Indent();
19986
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19987
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19988
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19989
0
            Unindent();
19990
0
        }
19991
19992
0
        Text("KEY OWNERS");
19993
0
        {
19994
0
            Indent();
19995
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
19996
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19997
0
                {
19998
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19999
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20000
0
                        continue;
20001
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20002
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20003
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20004
0
                }
20005
0
            EndChild();
20006
0
            Unindent();
20007
0
        }
20008
0
        Text("SHORTCUT ROUTING");
20009
0
        {
20010
0
            Indent();
20011
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20012
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20013
0
                {
20014
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20015
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20016
0
                    {
20017
0
                        char key_chord_name[64];
20018
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20019
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
20020
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
20021
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20022
0
                        idx = routing_data->NextEntryIndex;
20023
0
                    }
20024
0
                }
20025
0
            EndChild();
20026
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20027
0
            Unindent();
20028
0
        }
20029
0
        TreePop();
20030
0
    }
20031
20032
0
    if (TreeNode("Internal state"))
20033
0
    {
20034
0
        Text("WINDOWING");
20035
0
        Indent();
20036
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20037
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20038
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20039
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20040
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20041
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20042
0
        Unindent();
20043
20044
0
        Text("ITEMS");
20045
0
        Indent();
20046
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20047
0
        DebugLocateItemOnHover(g.ActiveId);
20048
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20049
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20050
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20051
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20052
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20053
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20054
0
        Unindent();
20055
20056
0
        Text("NAV,FOCUS");
20057
0
        Indent();
20058
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20059
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20060
0
        DebugLocateItemOnHover(g.NavId);
20061
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20062
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20063
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20064
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20065
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20066
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20067
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20068
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20069
0
        Unindent();
20070
20071
0
        TreePop();
20072
0
    }
20073
20074
    // Overlay: Display windows Rectangles and Begin Order
20075
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20076
0
    {
20077
0
        for (ImGuiWindow* window : g.Windows)
20078
0
        {
20079
0
            if (!window->WasActive)
20080
0
                continue;
20081
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20082
0
            if (cfg->ShowWindowsRects)
20083
0
            {
20084
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20085
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20086
0
            }
20087
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20088
0
            {
20089
0
                char buf[32];
20090
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20091
0
                float font_size = GetFontSize();
20092
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20093
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20094
0
            }
20095
0
        }
20096
0
    }
20097
20098
    // Overlay: Display Tables Rectangles
20099
0
    if (cfg->ShowTablesRects)
20100
0
    {
20101
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20102
0
        {
20103
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20104
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20105
0
                continue;
20106
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20107
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20108
0
            {
20109
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20110
0
                {
20111
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20112
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20113
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20114
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20115
0
                }
20116
0
            }
20117
0
            else
20118
0
            {
20119
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20120
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20121
0
            }
20122
0
        }
20123
0
    }
20124
20125
0
#ifdef IMGUI_HAS_DOCK
20126
    // Overlay: Display Docking info
20127
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20128
0
    {
20129
0
        char buf[64] = "";
20130
0
        char* p = buf;
20131
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20132
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20133
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20134
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20135
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20136
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20137
0
        int depth = DockNodeGetDepth(node);
20138
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20139
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20140
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20141
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20142
0
    }
20143
0
#endif // #ifdef IMGUI_HAS_DOCK
20144
20145
0
    End();
20146
0
}
20147
20148
// [DEBUG] Display contents of Columns
20149
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20150
0
{
20151
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20152
0
        return;
20153
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20154
0
    for (ImGuiOldColumnData& column : columns->Columns)
20155
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20156
0
    TreePop();
20157
0
}
20158
20159
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20160
0
{
20161
0
    using namespace ImGui;
20162
0
    PushID(label);
20163
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20164
0
    Text("%s:", label);
20165
0
    if (!enabled)
20166
0
        BeginDisabled();
20167
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20168
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20169
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20170
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20171
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20172
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20173
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20174
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20175
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20176
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20177
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20178
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20179
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20180
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20181
0
    if (!enabled)
20182
0
        EndDisabled();
20183
0
    PopStyleVar();
20184
0
    PopID();
20185
0
}
20186
20187
// [DEBUG] Display contents of ImDockNode
20188
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20189
0
{
20190
0
    ImGuiContext& g = *GImGui;
20191
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20192
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20193
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20194
0
    bool open;
20195
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20196
0
    if (node->Windows.Size > 0)
20197
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20198
0
    else
20199
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20200
0
    if (!is_alive) { PopStyleColor(); }
20201
0
    if (is_active && IsItemHovered())
20202
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20203
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20204
0
    if (open)
20205
0
    {
20206
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20207
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20208
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20209
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20210
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20211
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20212
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20213
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20214
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20215
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20216
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20217
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20218
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20219
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20220
0
        {
20221
0
            if (BeginTable("flags", 4))
20222
0
            {
20223
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20224
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20225
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20226
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20227
0
                EndTable();
20228
0
            }
20229
0
            TreePop();
20230
0
        }
20231
0
        if (node->ParentNode)
20232
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20233
0
        if (node->ChildNodes[0])
20234
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20235
0
        if (node->ChildNodes[1])
20236
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20237
0
        if (node->TabBar)
20238
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20239
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20240
20241
0
        TreePop();
20242
0
    }
20243
0
}
20244
20245
// [DEBUG] Display contents of ImDrawList
20246
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20247
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20248
0
{
20249
0
    ImGuiContext& g = *GImGui;
20250
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20251
0
    int cmd_count = draw_list->CmdBuffer.Size;
20252
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20253
0
        cmd_count--;
20254
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20255
0
    if (draw_list == GetWindowDrawList())
20256
0
    {
20257
0
        SameLine();
20258
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20259
0
        if (node_open)
20260
0
            TreePop();
20261
0
        return;
20262
0
    }
20263
20264
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20265
0
    if (window && IsItemHovered() && fg_draw_list)
20266
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20267
0
    if (!node_open)
20268
0
        return;
20269
20270
0
    if (window && !window->WasActive)
20271
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20272
20273
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20274
0
    {
20275
0
        if (pcmd->UserCallback)
20276
0
        {
20277
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20278
0
            continue;
20279
0
        }
20280
20281
0
        char buf[300];
20282
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20283
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20284
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20285
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20286
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20287
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20288
0
        if (!pcmd_node_open)
20289
0
            continue;
20290
20291
        // Calculate approximate coverage area (touched pixel count)
20292
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20293
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20294
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20295
0
        float total_area = 0.0f;
20296
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20297
0
        {
20298
0
            ImVec2 triangle[3];
20299
0
            for (int n = 0; n < 3; n++, idx_n++)
20300
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20301
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20302
0
        }
20303
20304
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20305
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20306
0
        Selectable(buf);
20307
0
        if (IsItemHovered() && fg_draw_list)
20308
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20309
20310
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20311
0
        ImGuiListClipper clipper;
20312
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20313
0
        while (clipper.Step())
20314
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20315
0
            {
20316
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20317
0
                ImVec2 triangle[3];
20318
0
                for (int n = 0; n < 3; n++, idx_i++)
20319
0
                {
20320
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20321
0
                    triangle[n] = v.pos;
20322
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20323
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20324
0
                }
20325
20326
0
                Selectable(buf, false);
20327
0
                if (fg_draw_list && IsItemHovered())
20328
0
                {
20329
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20330
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20331
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20332
0
                    fg_draw_list->Flags = backup_flags;
20333
0
                }
20334
0
            }
20335
0
        TreePop();
20336
0
    }
20337
0
    TreePop();
20338
0
}
20339
20340
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20341
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20342
0
{
20343
0
    IM_ASSERT(show_mesh || show_aabb);
20344
20345
    // Draw wire-frame version of all triangles
20346
0
    ImRect clip_rect = draw_cmd->ClipRect;
20347
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20348
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20349
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20350
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20351
0
    {
20352
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20353
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20354
20355
0
        ImVec2 triangle[3];
20356
0
        for (int n = 0; n < 3; n++, idx_n++)
20357
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20358
0
        if (show_mesh)
20359
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20360
0
    }
20361
    // Draw bounding boxes
20362
0
    if (show_aabb)
20363
0
    {
20364
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20365
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20366
0
    }
20367
0
    out_draw_list->Flags = backup_flags;
20368
0
}
20369
20370
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20371
void ImGui::DebugNodeFont(ImFont* font)
20372
0
{
20373
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20374
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20375
0
    SameLine();
20376
0
    if (SmallButton("Set as default"))
20377
0
        GetIO().FontDefault = font;
20378
0
    if (!opened)
20379
0
        return;
20380
20381
    // Display preview text
20382
0
    PushFont(font);
20383
0
    Text("The quick brown fox jumps over the lazy dog");
20384
0
    PopFont();
20385
20386
    // Display details
20387
0
    SetNextItemWidth(GetFontSize() * 8);
20388
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20389
0
    SameLine(); MetricsHelpMarker(
20390
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20391
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20392
0
        "You may oversample them to get some flexibility with scaling. "
20393
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20394
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20395
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20396
0
    char c_str[5];
20397
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20398
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20399
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20400
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20401
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20402
0
        if (font->ConfigData)
20403
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20404
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20405
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20406
20407
    // Display all glyphs of the fonts in separate pages of 256 characters
20408
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20409
0
    {
20410
0
        ImDrawList* draw_list = GetWindowDrawList();
20411
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20412
0
        const float cell_size = font->FontSize * 1;
20413
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20414
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20415
0
        {
20416
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20417
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20418
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20419
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20420
0
            {
20421
0
                base += 4096 - 256;
20422
0
                continue;
20423
0
            }
20424
20425
0
            int count = 0;
20426
0
            for (unsigned int n = 0; n < 256; n++)
20427
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20428
0
                    count++;
20429
0
            if (count <= 0)
20430
0
                continue;
20431
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20432
0
                continue;
20433
20434
            // Draw a 16x16 grid of glyphs
20435
0
            ImVec2 base_pos = GetCursorScreenPos();
20436
0
            for (unsigned int n = 0; n < 256; n++)
20437
0
            {
20438
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20439
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20440
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20441
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20442
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20443
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20444
0
                if (!glyph)
20445
0
                    continue;
20446
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20447
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20448
0
                {
20449
0
                    DebugNodeFontGlyph(font, glyph);
20450
0
                    EndTooltip();
20451
0
                }
20452
0
            }
20453
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20454
0
            TreePop();
20455
0
        }
20456
0
        TreePop();
20457
0
    }
20458
0
    TreePop();
20459
0
}
20460
20461
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20462
0
{
20463
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20464
0
    Separator();
20465
0
    Text("Visible: %d", glyph->Visible);
20466
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20467
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20468
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20469
0
}
20470
20471
// [DEBUG] Display contents of ImGuiStorage
20472
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20473
0
{
20474
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20475
0
        return;
20476
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20477
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20478
0
    TreePop();
20479
0
}
20480
20481
// [DEBUG] Display contents of ImGuiTabBar
20482
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20483
0
{
20484
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20485
0
    char buf[256];
20486
0
    char* p = buf;
20487
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20488
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20489
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20490
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20491
0
    {
20492
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20493
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20494
0
    }
20495
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20496
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20497
0
    bool open = TreeNode(label, "%s", buf);
20498
0
    if (!is_active) { PopStyleColor(); }
20499
0
    if (is_active && IsItemHovered())
20500
0
    {
20501
0
        ImDrawList* draw_list = GetForegroundDrawList();
20502
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20503
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20504
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20505
0
    }
20506
0
    if (open)
20507
0
    {
20508
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20509
0
        {
20510
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20511
0
            PushID(tab);
20512
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20513
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20514
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20515
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20516
0
            PopID();
20517
0
        }
20518
0
        TreePop();
20519
0
    }
20520
0
}
20521
20522
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20523
0
{
20524
0
    SetNextItemOpen(true, ImGuiCond_Once);
20525
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20526
0
    {
20527
0
        ImGuiWindowFlags flags = viewport->Flags;
20528
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20529
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20530
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20531
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20532
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20533
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20534
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20535
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20536
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20537
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20538
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20539
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20540
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20541
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20542
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20543
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20544
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20545
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20546
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20547
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20548
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20549
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20550
0
        TreePop();
20551
0
    }
20552
0
}
20553
20554
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20555
0
{
20556
0
    if (window == NULL)
20557
0
    {
20558
0
        BulletText("%s: NULL", label);
20559
0
        return;
20560
0
    }
20561
20562
0
    ImGuiContext& g = *GImGui;
20563
0
    const bool is_active = window->WasActive;
20564
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20565
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20566
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20567
0
    if (!is_active) { PopStyleColor(); }
20568
0
    if (IsItemHovered() && is_active)
20569
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20570
0
    if (!open)
20571
0
        return;
20572
20573
0
    if (window->MemoryCompacted)
20574
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20575
20576
0
    ImGuiWindowFlags flags = window->Flags;
20577
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20578
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20579
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20580
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20581
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20582
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20583
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20584
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20585
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20586
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20587
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20588
0
    {
20589
0
        ImRect r = window->NavRectRel[layer];
20590
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20591
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20592
0
        else
20593
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20594
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20595
0
    }
20596
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20597
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20598
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20599
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20600
20601
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20602
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20603
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20604
0
    if (window->DockNode || window->DockNodeAsHost)
20605
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20606
20607
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20608
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20609
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20610
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20611
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20612
0
    {
20613
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20614
0
            DebugNodeColumns(&columns);
20615
0
        TreePop();
20616
0
    }
20617
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20618
0
    TreePop();
20619
0
}
20620
20621
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20622
0
{
20623
0
    if (settings->WantDelete)
20624
0
        BeginDisabled();
20625
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20626
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20627
0
    if (settings->WantDelete)
20628
0
        EndDisabled();
20629
0
}
20630
20631
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20632
0
{
20633
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20634
0
        return;
20635
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20636
0
    {
20637
0
        PushID((*windows)[i]);
20638
0
        DebugNodeWindow((*windows)[i], "Window");
20639
0
        PopID();
20640
0
    }
20641
0
    TreePop();
20642
0
}
20643
20644
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20645
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20646
0
{
20647
0
    for (int i = 0; i < windows_size; i++)
20648
0
    {
20649
0
        ImGuiWindow* window = windows[i];
20650
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20651
0
            continue;
20652
0
        char buf[20];
20653
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20654
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20655
0
        DebugNodeWindow(window, buf);
20656
0
        Indent();
20657
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20658
0
        Unindent();
20659
0
    }
20660
0
}
20661
20662
//-----------------------------------------------------------------------------
20663
// [SECTION] DEBUG LOG WINDOW
20664
//-----------------------------------------------------------------------------
20665
20666
void ImGui::DebugLog(const char* fmt, ...)
20667
0
{
20668
0
    va_list args;
20669
0
    va_start(args, fmt);
20670
0
    DebugLogV(fmt, args);
20671
0
    va_end(args);
20672
0
}
20673
20674
void ImGui::DebugLogV(const char* fmt, va_list args)
20675
0
{
20676
0
    ImGuiContext& g = *GImGui;
20677
0
    const int old_size = g.DebugLogBuf.size();
20678
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20679
0
    g.DebugLogBuf.appendfv(fmt, args);
20680
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20681
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20682
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20683
#ifdef IMGUI_ENABLE_TEST_ENGINE
20684
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20685
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20686
#endif
20687
0
}
20688
20689
void ImGui::ShowDebugLogWindow(bool* p_open)
20690
0
{
20691
0
    ImGuiContext& g = *GImGui;
20692
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20693
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20694
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20695
0
    {
20696
0
        End();
20697
0
        return;
20698
0
    }
20699
20700
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20701
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20702
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20703
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20704
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20705
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20706
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20707
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20708
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20709
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20710
20711
0
    if (SmallButton("Clear"))
20712
0
    {
20713
0
        g.DebugLogBuf.clear();
20714
0
        g.DebugLogIndex.clear();
20715
0
    }
20716
0
    SameLine();
20717
0
    if (SmallButton("Copy"))
20718
0
        SetClipboardText(g.DebugLogBuf.c_str());
20719
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20720
20721
0
    ImGuiListClipper clipper;
20722
0
    clipper.Begin(g.DebugLogIndex.size());
20723
0
    while (clipper.Step())
20724
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20725
0
        {
20726
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20727
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20728
0
            TextUnformatted(line_begin, line_end);
20729
0
            ImRect text_rect = g.LastItemData.Rect;
20730
0
            if (IsItemHovered())
20731
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20732
0
                {
20733
0
                    ImGuiID id = 0;
20734
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20735
0
                        continue;
20736
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20737
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20738
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20739
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20740
0
                        DebugLocateItemOnHover(id);
20741
0
                    p += 10;
20742
0
                }
20743
0
        }
20744
0
    if (GetScrollY() >= GetScrollMaxY())
20745
0
        SetScrollHereY(1.0f);
20746
0
    EndChild();
20747
20748
0
    End();
20749
0
}
20750
20751
//-----------------------------------------------------------------------------
20752
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20753
//-----------------------------------------------------------------------------
20754
20755
// Draw a small cross at current CursorPos in current window's DrawList
20756
void ImGui::DebugDrawCursorPos(ImU32 col)
20757
0
{
20758
0
    ImGuiContext& g = *GImGui;
20759
0
    ImGuiWindow* window = g.CurrentWindow;
20760
0
    ImVec2 pos = window->DC.CursorPos;
20761
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20762
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20763
0
}
20764
20765
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20766
void ImGui::DebugDrawLineExtents(ImU32 col)
20767
0
{
20768
0
    ImGuiContext& g = *GImGui;
20769
0
    ImGuiWindow* window = g.CurrentWindow;
20770
0
    float curr_x = window->DC.CursorPos.x;
20771
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20772
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20773
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20774
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20775
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20776
0
}
20777
20778
// Draw last item rect in ForegroundDrawList (so it is always visible)
20779
void ImGui::DebugDrawItemRect(ImU32 col)
20780
0
{
20781
0
    ImGuiContext& g = *GImGui;
20782
0
    ImGuiWindow* window = g.CurrentWindow;
20783
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20784
0
}
20785
20786
// [DEBUG] Locate item position/rectangle given an ID.
20787
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20788
20789
void ImGui::DebugLocateItem(ImGuiID target_id)
20790
0
{
20791
0
    ImGuiContext& g = *GImGui;
20792
0
    g.DebugLocateId = target_id;
20793
0
    g.DebugLocateFrames = 2;
20794
0
}
20795
20796
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20797
0
{
20798
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20799
0
        return;
20800
0
    ImGuiContext& g = *GImGui;
20801
0
    DebugLocateItem(target_id);
20802
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20803
0
}
20804
20805
void ImGui::DebugLocateItemResolveWithLastItem()
20806
0
{
20807
0
    ImGuiContext& g = *GImGui;
20808
0
    ImGuiLastItemData item_data = g.LastItemData;
20809
0
    g.DebugLocateId = 0;
20810
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20811
0
    ImRect r = item_data.Rect;
20812
0
    r.Expand(3.0f);
20813
0
    ImVec2 p1 = g.IO.MousePos;
20814
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20815
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20816
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20817
0
}
20818
20819
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20820
void ImGui::UpdateDebugToolItemPicker()
20821
54.2k
{
20822
54.2k
    ImGuiContext& g = *GImGui;
20823
54.2k
    g.DebugItemPickerBreakId = 0;
20824
54.2k
    if (!g.DebugItemPickerActive)
20825
54.2k
        return;
20826
20827
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20828
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20829
0
    if (IsKeyPressed(ImGuiKey_Escape))
20830
0
        g.DebugItemPickerActive = false;
20831
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20832
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20833
0
    {
20834
0
        g.DebugItemPickerBreakId = hovered_id;
20835
0
        g.DebugItemPickerActive = false;
20836
0
    }
20837
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20838
0
        if (change_mapping && IsMouseClicked(mouse_button))
20839
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20840
0
    SetNextWindowBgAlpha(0.70f);
20841
0
    if (!BeginTooltip())
20842
0
        return;
20843
0
    Text("HoveredId: 0x%08X", hovered_id);
20844
0
    Text("Press ESC to abort picking.");
20845
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20846
0
    if (change_mapping)
20847
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20848
0
    else
20849
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20850
0
    EndTooltip();
20851
0
}
20852
20853
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20854
void ImGui::UpdateDebugToolStackQueries()
20855
54.2k
{
20856
54.2k
    ImGuiContext& g = *GImGui;
20857
54.2k
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20858
20859
    // Clear hook when id stack tool is not visible
20860
54.2k
    g.DebugHookIdInfo = 0;
20861
54.2k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20862
54.2k
        return;
20863
20864
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20865
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20866
5
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20867
5
    if (tool->QueryId != query_id)
20868
0
    {
20869
0
        tool->QueryId = query_id;
20870
0
        tool->StackLevel = -1;
20871
0
        tool->Results.resize(0);
20872
0
    }
20873
5
    if (query_id == 0)
20874
5
        return;
20875
20876
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20877
0
    int stack_level = tool->StackLevel;
20878
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20879
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20880
0
            tool->StackLevel++;
20881
20882
    // Update hook
20883
0
    stack_level = tool->StackLevel;
20884
0
    if (stack_level == -1)
20885
0
        g.DebugHookIdInfo = query_id;
20886
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20887
0
    {
20888
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20889
0
        tool->Results[stack_level].QueryFrameCount++;
20890
0
    }
20891
0
}
20892
20893
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20894
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20895
0
{
20896
0
    ImGuiContext& g = *GImGui;
20897
0
    ImGuiWindow* window = g.CurrentWindow;
20898
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20899
20900
    // Step 0: stack query
20901
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20902
0
    if (tool->StackLevel == -1)
20903
0
    {
20904
0
        tool->StackLevel++;
20905
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20906
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20907
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20908
0
        return;
20909
0
    }
20910
20911
    // Step 1+: query for individual level
20912
0
    IM_ASSERT(tool->StackLevel >= 0);
20913
0
    if (tool->StackLevel != window->IDStack.Size)
20914
0
        return;
20915
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20916
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20917
20918
0
    switch (data_type)
20919
0
    {
20920
0
    case ImGuiDataType_S32:
20921
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20922
0
        break;
20923
0
    case ImGuiDataType_String:
20924
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20925
0
        break;
20926
0
    case ImGuiDataType_Pointer:
20927
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20928
0
        break;
20929
0
    case ImGuiDataType_ID:
20930
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20931
0
            return;
20932
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20933
0
        break;
20934
0
    default:
20935
0
        IM_ASSERT(0);
20936
0
    }
20937
0
    info->QuerySuccess = true;
20938
0
    info->DataType = data_type;
20939
0
}
20940
20941
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20942
0
{
20943
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20944
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20945
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20946
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20947
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20948
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20949
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20950
0
        return (*buf = 0);
20951
#ifdef IMGUI_ENABLE_TEST_ENGINE
20952
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20953
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20954
#endif
20955
0
    return ImFormatString(buf, buf_size, "???");
20956
0
}
20957
20958
// ID Stack Tool: Display UI
20959
void ImGui::ShowIDStackToolWindow(bool* p_open)
20960
0
{
20961
0
    ImGuiContext& g = *GImGui;
20962
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20963
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20964
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20965
0
    {
20966
0
        End();
20967
0
        return;
20968
0
    }
20969
20970
    // Display hovered/active status
20971
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20972
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20973
0
    const ImGuiID active_id = g.ActiveId;
20974
#ifdef IMGUI_ENABLE_TEST_ENGINE
20975
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20976
#else
20977
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20978
0
#endif
20979
0
    SameLine();
20980
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20981
20982
    // CTRL+C to copy path
20983
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20984
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20985
0
    SameLine();
20986
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20987
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20988
0
    {
20989
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20990
0
        char* p = g.TempBuffer.Data;
20991
0
        char* p_end = p + g.TempBuffer.Size;
20992
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20993
0
        {
20994
0
            *p++ = '/';
20995
0
            char level_desc[256];
20996
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20997
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20998
0
            {
20999
0
                if (level_desc[n] == '/')
21000
0
                    *p++ = '\\';
21001
0
                *p++ = level_desc[n];
21002
0
            }
21003
0
        }
21004
0
        *p = '\0';
21005
0
        SetClipboardText(g.TempBuffer.Data);
21006
0
    }
21007
21008
    // Display decorated stack
21009
0
    tool->LastActiveFrame = g.FrameCount;
21010
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21011
0
    {
21012
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21013
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21014
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21015
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21016
0
        TableHeadersRow();
21017
0
        for (int n = 0; n < tool->Results.Size; n++)
21018
0
        {
21019
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21020
0
            TableNextColumn();
21021
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21022
0
            TableNextColumn();
21023
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21024
0
            TextUnformatted(g.TempBuffer.Data);
21025
0
            TableNextColumn();
21026
0
            Text("0x%08X", info->ID);
21027
0
            if (n == tool->Results.Size - 1)
21028
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21029
0
        }
21030
0
        EndTable();
21031
0
    }
21032
0
    End();
21033
0
}
21034
21035
#else
21036
21037
void ImGui::ShowMetricsWindow(bool*) {}
21038
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21039
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21040
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21041
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21042
void ImGui::DebugNodeFont(ImFont*) {}
21043
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21044
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21045
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21046
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21047
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21048
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21049
21050
void ImGui::DebugLog(const char*, ...) {}
21051
void ImGui::DebugLogV(const char*, va_list) {}
21052
void ImGui::ShowDebugLogWindow(bool*) {}
21053
void ImGui::ShowIDStackToolWindow(bool*) {}
21054
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21055
void ImGui::UpdateDebugToolItemPicker() {}
21056
void ImGui::UpdateDebugToolStackQueries() {}
21057
21058
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21059
21060
//-----------------------------------------------------------------------------
21061
21062
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21063
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
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#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
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#include "imgui_user.inl"
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#endif
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE